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Book Division 


BY KIM SCHUETTE 








the book of 



By Km Schuette 


rrrrvs, inc. 

THE BOOK DIVISION 

11223 South Hindry Avenue • Los Angeles, CA 90045 

















Credits 


Book Design 6- Graphics 
Estela Montesinos 

Editors 
Nancy Hays 
Robert P. Wells 

Precis 

Elizabeth Anders 

Typesetting 
Argelia Navarrete 
Mark Mansell 

Graphics Assistants 
Virginia Adams 
Steve Gunn 

Proofreader 
Mark Bodziak 

Line Drawings by 

Jennifer Boynton on pages 9,16,108,121,131,143, 154,165,172, 223 
Computer Illustrations by 

Mia McCroskey on pages 36, 53, 57, 71, 81,136,140,167, 170,174,175, 209, 230, 236, 
238, 239, 243 


ISBN 0-912003-08-1 

Copyright 1984 © Arrays, Inc./The Book Division. All rights reserved. Printed in the United 
States of America. No part of this publication may be reproduced, stored in a retrieval system, 
or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, 
or otherwise, without the prior written permission of Arrays, Inc./The Book Division. 

The use of trademarks or other designations is for reference purposes only. 




Dedication 


This book is dedicated to my loving computer widow who, during the play of these games, 
was only once compelled to attack the Apple with a large knife. It is also dedicated to the 
world of frustrated adventurers who have for so long wondered where their next clue was 
coming from. 






IV 




TABLE OF CONTENTS 


PREFACE .viii 

INTRODUCTION. 1 

Categories of Adventures. 2 

History of Adventures . 2 

What Makes a Good Adventure? . 4 

How to Tackle an Adventure Game . 5 

Mapping the Game . 5 

Inventory Management . 6 

Using This Book. 6 

THE GAMES . 7 

SOLUTIONS . 245 


Game 

Description 
Page # 

Maps 

Page # 

Solutions 
Page # 

Adventure 

9 

10-13 

247-248 

Adventureland 

14 

15 

248 

Adventure in Time 

16 

17-18 

249 

Ali-Baba and the 40 Thieves 

19 

20-21 

none 

Beneath Apple Manor 

22 

none 

none 

Birth of the Phoenix 

23 

23 

none 

Blade of Blackpoole 

24 

25 

250 

Castle of Darkness 

26 

27-28 

251 

Chambers of Xenobia 

29 

29 

252 

The Count 

30 

30 

253 

The Coveted Mirror 

31 

32-33 

254-255 

Cranston Manor 

34 

35-37 

256-257 

Creature Venture 

38 

38-41 

258 

Crime Stopper 

43 

42-43 

259 

Crypt of Medea 

44 

45 

260 

Crystal Caverns 

46 

46-47 

261-262 

Curse of Crowley Manor 

48 

49 

263 

Cyborg 

51 

50-53 

264-265 

Dark Crystal 

54 

55-56 

266 

Deadline 

57 

58-59 

267 

















Death in the Caribbean 
Demon’s Forge 
Doom Valley 

Earthquake—San Francisco, 1906 
Empire of the Overmind 
Enchanter 

Escape from Rungistan 

Escape from Traam 

Fantasyland, 2041 AD 

G.F.S. Sorceress 

Ghost Town 

Golden Voyage 

Gruds in Space 

Infidel 

Kabul Spy 

Knight of Diamonds 

Labyrinth of Crete 

Legacy of Llylgamyn 

Madventure 

Mask of the Sun 

Mission: Asteroid 

Mission Impossible 

Mummy’s Curse 

Mystery Fun House 

Mystery House 

Oldorf’s Revenge (Wizard I) 

Oo-Topos 

Palace in Thunderland 
Pirate Adventure 
Planetfall 

Pyramid of Doom 
Queen of Phobos 
The Quest 
The Sands of Egypt 
Savage Island Part I 
Savage Island Part II 
Secret Agent 
Serpent’s Star 
Sherwood Forest 
Softporn Adventure 
Sorcerer 
Starcross 


60 

61-62 

268 

63 

63 

269 

64 

65 

270 

66 

67 

270-271 

69 

68-70 

272-273 

71 

72-73 

274-275 

74 

75 

276 

76 

77 

277 

78 

78-81 

none 

82 

83 

278 

84 

85 

279 

86 

86-87 

280 

88 

89-91 

281 

92 

92-93 

282 

95 

94-95 

283-284 

96 

96-99 

none 

100 

101-103 

284-286 

104 

104-107 

none 

108 

109-110 

287 

111 

112-113 

288 

114 

114-115 

289 

116 

117 

290 

118 

119-120 

291 

121 

122 

292 

123 

124-125 

292 

126 

127-130 

293-294 

131 

132-135 

294-295 

136 

137 

296 

138 

139 

297 

140 

141-142 

298-299 

143 

144 

299 

145 

146-147 

300 

148 

148-151 

301 

152 

153 

302 

154 

155 

303 

156 

157 

304 

158 

159 

304-305 

160 

161-162 

306 

163 

164 

307 

165 

166 

308 

167 

168-169 

308-309 

170 

171 

310-311 


VI 


Strange Odyssey 
Suspended 
Time Zone 
Transylvania 
Ultima I 
Ultima II 
Ultima III 

Ulysses and the Golden Fleece 

Voodoo Castle 

Witness 

Wizard and the Princess 

Wizardry 

Zork I 

Zork II 

Zork III 


172 

173 

312 

174 

175 

313 

176 

177-206 

314-319 

207 

208 

319 

209 

210-211 

320-321 

212 

213-215 

321-323 

216 

none 

323-326 

217 

218-220 

327 

221 

222 

328 

223 

224 

none 

225 

226-229 

329 

230 

231-235 

none 

236 

237-239 

330-331 

240 

240-241 

332-333 

242 

242-244 

334-335 


Game Versions Available 
Vendors. 


336-329 
. 341 





PREFACE 


The world of adventure awaits you within these covers. The solutions to these adventure games were 
obtained through many hours of enjoyable, often frustrating, and sometimes tedious labor. Because the 
games’ creators provided neither the adventure maps nor the puzzle answers, this book remains subject to 
variable solutions as well as human error. 

The purpose in The Book of Adventure Games is to make the games described more fun to play by 
helping you to overcome frustration points—not to lay out the solutions, which would lessen the 
enjoyment of discovery. I have made every effort to insure the accuracy of the maps and solutions 
contained in the book. In all cases, I played through the Apple II version at least twice to verify the specific 
solutions and their correct syntax. Spot checks on game versions for other microcomputers augment 
vendor statements that the versions for other microcoputers indeed match the Apple II version. 

Nevertheless, because of the involved nature of many of these games and the possibility of minor 
variations between versions for different machines, neither the author nor the publisher can assume 
responsibility for the infalliblity of these maps and solutions. While a solution as presented has solved a 
game, alternative approaches may open a new location (although that room would have no bearing on the 
ultimate solution). Similarly, I made no attempt to detail the many nuances and alternate computer 
responses that make these games so much fun to play. To do so would require several volumes and 
materially detract from the enjoyment inherent in these games. Enjoyment, after all, is the real name of the 
game. 


— K.R.S. 



INTRODUCTION 


“You are standing at the end of a road before a small brick building.” So begins what has perhaps 
caused a revolution in the home computer field—the adventure game! 

In its simplest form, an adventure game is one in which the computer provides an alter ego for you, 
the game player. You can sit back and fantasize about danger and deeds of great daring while the alter 
ego takes the risks and the bruising beatings. The challenge usually involves solving many puzzles in 
pursuit of the final reward. 

The popularity of adventure games stems largely from their providing each player with something a 
little different. Some enjoy the pure escapism from dirty realities. Others are drawn by the mental 
challenge and stimulation attendant upon their play. Some simply take pleasure in overcoming a 
particular hurdle, while others enjoy the mapping of a game and finding a logical presentation for the 
map—quite often no mean feat. The search for surprises and a little humor in unexpected places make 
up another key factor, as do the side issues and involvement within a game. 

Unfortunately, beginning adventurers may throw in the towel on their first game, due perhaps to a 
frustrating puzzle, poor vocabulary in the game, or having chosen too difficult a game to start on. 
Others may find that they can’t seem to start “thinking” like the game’s author, but are intrigued by what 
they see. Still others wonder what all the hullaballoo is about. This book is intended for all of these 
players, as well as for adventurers of all skill levels looking for that specific answer to speed them on 
their way to finding the surprise, humor, challenge, and delight in these games. 

Puzzles present situations in which you have to figure out what action you need to take in order to 
proceed to the next part of the game. You may have to choose a direction, manipulate some object on 
the screen, or even figure out how to slay a dragon! You will need to determine which objects— 
treasures, devices, etc—you should acquire and carry with you, and which to leave behind or store until 
later, a process commonly referred to as “inventory management.” Maps show the layout of the game; 
they should give a plan view of all the game’s locations. Sometimes you will encounter a maze, where 
many identical or nearly identical locations seem to exist. 

You will discover that when trying to solve a puzzle you sometimes use words rejected by the game 
because the vocabulary of every game is unique and often limited. You will also learn the syntax, or 
command parser, acceptable to each game. You may have to type in two-word only commands or 
commands which require that you type a verb first and then a noun: e.g., GET CHEST. In general, the 
more synonyms allowed and the more flexible the command parser, the better the game. The 
popularity of an adventure game increases in proportion to its sophistication. 



CATEGORIES OF ADVENTURES 


Adventure games may be broadly separated into two categories, puzzle adventures and fantasy 
adventures. Either may be further divided into all-text adventures or games making use of the computer’s 
high resolution (Hi-Res) graphics capabilities. The obvious visual difference between the two lies in the 
display, either a neatly formatted text page, or a display dominated by a graphics scene with but a few 
words of text. 

Of the major categories, puzzle games emphasize logical solutions and demand mental agility, ranging 
from pure guesswork to inductive and deductive reasoning. They usually present a mission or objective, 
be it rescuing the fair maiden, ridding the kingdom of an evil force or creature, or recovering a long lost 
treasure. Quite often, the objective doesn’t become clear until well into the game. You encounter obstacles 
to progress in the form of puzzles which you must resolve before you can realize the objective. You must 
find and use a multitude of objects in various locations or use them on other objects to achieve a desired 
result. The games can often, therefore, become the source of considerable frustration when the proper 
answer eludes you. Some of the pleasure of these games derives from succeeding after repeated failure. 

Fantasies, on the other hand, generally have a clearly defined objective at the outset, fewer or much 
simpler puzzles, and usually trade off frustration against sheer determination. Fantasy games generally 
are less “real.” The player often assumes the identity of a character, such as an Elf, Gnome, or Dwarf, 
which may further break down to Fighter, Wizard, Mage, or Priest, to name but a few. Fantasies 
invariably require a multitude of battles with various and sundry monsters. Here, frustration can arise, as 
initially your fledgling character may have trouble surviving long in the world of beasties. To survive, 
your character must defeat enough innocent monsters to gain experience and gold, the elements necessary 
to build him or her to a state of near invincibility where he or she functions efficiently and can attain the 
ultimate goal. 


HISTORY OF ADVENTURES 

Once upon a time (isn’t that the way all good literature starts?), when 16K computers were still the size 
of a house, there were adventure games. Even in the 1960s, large and complex games such as Life and the 
original Adventure appeared on these mainframes long before the advent of home computers. The 
people using these computers employed their imaginations during their spare time searching for new 
ways to play with a new “toy.” 

Thus, adventures evolved essentially parallel to the computers themselves. But when the home compu¬ 
ter first came out, the games initially available were fantasies. Super Dungeon and Dungeon Campaign, 
for example, required your carefully tailored alter ego to march around in a multi-level dungeon seeking 
various treasures, and encountering and whomping monsters before they whomped you. One of these, 
Beneath Apple Manor, published in 1979, became one of the first fantasy classics. 

Early adventure history was made when the first of Scott Adams’ all-text adventures appeared in late 
1979 and the early 1980s. Initially available only on cassette, these relatively compact games consisted of 
some thirty-five or so rooms, and were among the first programs written in Assembly language. This 
speeds a game considerably, which adds immeasurably to its continuity and playability. As programming 
sophistication increased, these popular games were transformed into Hi-Res versions; but in the case of 
puzzle games, whether or not this is a true upgrading still sparks debate. 

At about the same time, in early 1980, Adventure (sometimes referred to as the Colossal Cave), which 
begins “You are standing at the end of a road,” was translated into BASIC language for the Apple 
computer. This was a major accomplishment considering the size and complexity of the programs being 
mashed into Applesoft. At least five different companies have put out a version of this game, including 
faster playing Assembly language versions. Although nearly identical, Microsoft’s version adds an inter¬ 
esting twist with an additional room, the “Software Den,” and a two scenario save-game capability. 


2 




Roberta Williams “took a small step for man and a large step for adventurers” with the release of the first 
Hi-Res adventure, Mystery House, late in 1981. Colorful pictures replaced much of the text, leaving only a 
few necessary words in the bottom four lines of the screen display. Some soothsayers stated that this game 
would sound the death knell of the all-text games, and indeed such graphics games have become 
immensely popular. However, as to ending the reign of all-text games, such predictions were consider¬ 
ably premature. 

Many players prefer a good all-text game to even the best Hi-Res game. They like the imagination 
required to visualize the surroundings and elements of the puzzles. Often an image appears in your mind’s 
eye that no on-screen graphic can match for vividness and pleasure. Some all-text games provide screens 
of text that rival real literature in terms of their use of allegories and descriptions, even purple prose which 
can boggle the imagination. On the other hand, if you simply read that you are in a cave-pocked hillside, 
would you immediately respond “Go Cave” as you would if you saw some caves staring you in the face? 

Infocom has perhaps done the most to keep the all-text adventures alive and thriving with two 
significant breakthroughs. The command parser originally developed for Z ork, which was released in 
1981 on the Apple (another game originally written on a large computer and subsequently converted), 
permits the use of conversational English. You can enter complex commands (complete with adjectives 
and adverbs) rather than two-word-only commands such as “Go Cave.” Tables of equivalencies and 
synonyms added tremendously to the playability of these games, removing much of the unnecessary 
“puzzle” of having to guess the exact word to use in order to accomplish a specific task. 

Deadline, published in 1982, provided the second breakthrough by permitting the independent actions 
of characters within the game; you could interrupt the actions of characters to ask questions and to alter 
their future course of action. This game also used a feature first seen in Scott Adams’ The Count : objects 
and descriptions of locations could change as the days or hours progressed, with new objects appearing in 
old locations. Since then, independence of action and change over “time” have evolved even further. In 
Labyrinth of Crete, the two alter ego characters, Jason and Hercules, can receive separate commands and 
behave cooperatively. The same holds true for the six independent robots of Suspended, another Infocom 
game. Any one of the characters, once given a command, will dutifully carry it out in the background, 
reporting back to you upon the completion of its assignment while you manipulate other robots in the 
foreground on separate tasks. 

An equally noteworthy breakthrough in fantasy games became visually apparent in Ultima, wherein 
your character roams over a landscape considerably larger that the immediate area of the visible screen. 
As you move “off the edge,” new graphics smoothly scroll onto the screen, giving the player a feeling of 
great scope and expansiveness. 

As the games evolve, the distinction between the two general types blurs. For example, the fantasy 
games Ultima III and Legacy of Llylgamyn (1983) both include numerous puzzles, such as riddles or 
extensive searching requirements, to find objects. Nevertheless, the primary emphasis remains monster 
whomping, searching, and exploration. While Hi-Res graphics have become a large part of the puzzle- 
type adventure, a graphics tour de force such as Ultima or Wizardry still commands an enthusiastic 
following. 

Today’s adventures, always searching for something new, employ a better usage of sound, animation, 
Real-time response requirements, and arcade game tasks (e.g., skiing between trees in order to proceed 
on to the next puzzle element). Some include major arcade game tasks between elements of a puzzle 
adventure. What will appear in tomorrow’s adventure is anyone’s guess. Like the games themselves, the 
answer lies only in the imagination of the programmer of that yet unwritten game. As the games’ 
sophistication increases, so too will their popularity, as these two factors are synergistically related, each 
providing fuel for the other’s growth. 


3 



WHAT MAKES A GOOD ADVENTURE? 


Beauty is in the eye of the beholder. Just what sets a good game apart depends on each player. While my 
personal favorites are the original Adventure and the Zork series, I didn’t know that until I had finished 
playing them. Unfortunately, you cannot tell how well you like something until you’ve tried it, particularly 
since most adventure games are packaged with snazzy covers that have little or no bearing on the game 
inside. 

Regardless of which game you consider your favorite, you should consider the following types of 
questions to determine the relative quality of any given game: 

Are the puzzles imaginative and logical, or old hat? Are they simply souped-up guessing games? 

Are there alternative approaches or more than one area to work on at a time, or must you solve one 
specific puzzle before approaching the next? Such in-series-only puzzle games usually offer little inspira¬ 
tion, only a maximum of frustration. 

Is the text bright, descriptive, and well-written, or sparse and matter-of-fact, without anything to 
stimulate the imagination? Elements of humor and side issues, while they may have no direct bearing on 
the game, materially enhance the game and make it enjoyable. 

Have you ever taken out your frustrations on the game and sworn at it or given an obscene command? 
Try it, you might be pleasantly surprised—and it gives you a rather strange feeling to apologize to a 
computer. 

It won’t take too long to find out about the command parser. Will it accept only two words or an entire 
sentence of multiple commands? Do you have to use a specific word to get a response? A good game will 
have good vocabulary and a reasonable number of equivalent nouns and verbs. Nothing is more 
frustrating than using words like “open,” “unlock,” “break,” “move,” “lift,” “shake,” “twist,” and “unwrap” 
only to find that “use” is the only correct word. 

Take a look at your map. Is it logically laid out? Do the mazes have a reason for existence, or are they 
pointless? Are there too many mazes for the size and complexity of the game? Are there many pointless 
one-way moves? 

Does the game get you killed off unnecessarily without even a chance to defend yourself or escape? 
How do you get killed? Was it clever and quick, or was it unnecessarily sick and graphically gruesome? 
Did you learn from it? 

Does the “save game” feature permit you to save a game at any time, or only when you quit? When you 
re-enter a game, is that the only time you can use a saved game? Must you endure a long boot-up cycle to 
reload the entire game just to load a saved position? Will the game support two drives, eliminating 
unnecessary disk changes? 

What of the game’s speed? How fast does it play? Slow color fills and a lot of disk interaction detract 
from the game’s continuity and playability. 

Does your Hi-Res game permit you to look at the last sequence of text you entered, or even to play the 
game as an all-text adventure? 

Finally, when you have finished the game, are you sorry it’s over, or simply relieved? 

Another way of getting an idea about the quality of an adventure game is to check the ratings in The 
Book of Apple Software. For now, why not grab an adventure that’s fun, but has been giving you 
problems, and take another whack at it? 


4 



HOW TO TACKLE AN ADVENTURE GAME 


Each game has its own flavor and idiosyncrasies. To be successful, the player must try to think the way 
the author did when writing the game. When starting a game for the first time, try beating around it for a 
while, without even trying to map it or solve any puzzles. Simply try to get the feeling of the game. Pick up 
anything you can, and try to do something—anything—to or with it. Next, start over and map as much of it 
as you can, without trying to solve anything. Don’t even “touch” anything just now—be patient. Annotate 
your map with the objects you find and any clues, like signs that you can read or things you shouldn’t do 
(for example, try not to get killed the same way twice). 

At this point, you’re finally ready to play the game for real. Look at your map, as much of it as you have 
so far. What can be pieced together? Where did you get blocked or clobbered, and why? Use what you’ve 
got and try to develop something, anything. Many times, the initial puzzle isn’t too tough (Savage Island 
Part II being an exception). As soon as you make a breakthrough, save the game and push your map 
forward, if possible. Try to anticipate where the puzzles occur and what you might need to solve them, 
then go look for those items. 

Mapping the Came 

Mapping a game is a necessary element in adventure play. Mapping refers to making a road map to tell 
where you are, where you’ve been, and how to get back to a given location. More importantly, you should 
annotate the map with what you find, how it’s used (once you find out), and, later, the key words to the 
solution of the puzzle at any given point. One of the best games for beginners is Birth of the Phoenix, 
which includes one of the best tutorial manuals on mapping and a beginner’s approach to adventures. The 
game itself, as you’d suspect, isn’t difficult; but it contains examples of all the aspects common to most 
adventure games. 

Start your map with a rectangle to represent the location at which you first find yourself. Methodically 
go North, then back (hopefully) South, drawing as you go. Bear in mind that leaving a room to the North 
does not mean that you necessarily enter the next room from the South. Concentrate on “finishing” all 
possible directions for that initial location. Remember that some games have ten possible directions out of 
any location: the four cardinal headings; NE, NW, SE, SW; and up and down. Some games tell you 
possible exits—just don’t always believe them; draw in a short straight line to mark those directions. 

Develop your own shorthand. If you can’t go in a particular direction, put an “x” there; if you can’t 
return to the start by reversing direction, put a one-way arrow on the last line. You can simplify the map 
later when and if you find two lines with arrows between two locations. Should a scene seem repetitious, 
make sure that you are not in a loop. Drop an object and keep going. If you come across the object again, 
obviously you’ve looped back. 

If you find yourself in a maze, be it an open ocean, underground, or a field, use the same technique as 
you did to find “loops.” Develop your maze on a separate sheet of paper. Drop an object and name your 
present location (the rectangle) with the name of the object. Move somewhere, drop another object, and 
name that location with the name of the newly dropped object. Draw an arrow from the first object in the 
direction that you moved and name it as the second object. Continue moving and dropping objects, and 
soon you’ll find yourself in familiar locations. 

When you’ve finished, you’ll have a number of rectangles equal to the number of locations in the maze, 
plus arrows pointing from one location to another, showing directions. You can redraw the maze now, 
using the named locations as the basis for your map. 

Some mazes are tougher to map. Creatures may come along and pick up what you’ve dropped, or your 
object may sink into the mud and disappear forever. Some mazes (like the ones in The Mask of the Sun) 
don’t show your object (even though it’s really there) unless you “LOOK.” Other mazes have a lot of 
one-way trips; that is, once you reach a second location, you cannot to return to the first one. 


5 



Inventory Management 

In many games, inventory management proves a problem. You may find more objects to carry than you 
can handle at any one time. Occasionally, you can obtain minor relief by putting smaller objects into larger 
ones. The problem may be compounded by the multiplicity of objects often encountered early in the 
game, before you have determined their relative uses. A second complication arises because some objects 
have several uses in widely separated locations. You have to figure out what to carry, where, and when. 

Two suggestions for inventory managment are: first, avoid picking up treasures until you are heading 
back to the storage area. Take them back in bunches. In some games, such as Kabul Spy, treasures are 
secondary to the real object of the game (but do add to the score); they are seemingly there primarily to 
reduce your ability to carry objects you really need. 

Second, establish a centrally located despository, sort of a temporary treasure storage area. Don’t leave 
objects lying all over the place, as you may have a miserable time finding them again. As the game 
develops and you probe deeper, bring your objects closer to your “working area” and establish a new 
temporary depository. 

Be patient, you may be only a few keystrokes away from success. When you really get stuck, marshal all 
your objects and forces at that point, and dig in. Keep a dictionary and thesaurus near at hand. Quite often, 
having two people tackle one game will produce faster results. What one misses may be intuitively 
obvious to the other. When all else fails, look in The Book of Adventure Games. 


USING THIS BOOK 


This book contains the maps for over seventy of the most popular electronic adventure games. The 
purpose of the book is to make these adventures more enjoyable and less frustrating, but not less 
challenging. Thus, even though explicit solutions to the games appear in the back of the book, please don’t 
take the coward’s way out. Looking up the answers before you try to solve the game on your own could 
ruin the game for you. 

Use the maps as you play, and if you really get stuck, look for a number by that location. In the back of 
the book you can find corresponding numbers with solutions for that particular problem. Use these 
solutions only when you have been stumped for some time. This book is designed to help you find just the 
hint you need to keep playing, without giving away the whole game. 

Don’t worry if the maps show locations that you have not yet found. You may have to solve certain 
puzzles to uncover particular locations. These objects may not be visible or accessible on your initial visit 
to the location. 

This book won’t tell you everthing. The maps don’t specify, for example, when or if you should take an 
object. They don’t help you with inventory management. You will have to read the signs and plaques, 
examine and consider the objects and locations, and, most importantly, use your imagination. These side 
issues provide much of the fun of the game. 


6 



THE GAMES 


8 


L 



ADVENTURE 


Company: Several 
Suggested Retail: $29.95 

Type: The original all-text adventure—a classic. 

Description: 

The first message in Adventure consists of the words known to all adventurers: “You are standing at the 
end of a road before a small brick building.” The last message describes your being borne off on the 
shoulders of elves. Between those two lie 130 rooms, fifteen treasures, some forty objects, and a variety of 
cave inhabitants for you to deal with and outsmart. 

Playability: 

If this is your first adventure, you’ve picked the one that hooked me! The story flows well, and the text 
reads like a novel in its expansiveness and descriptions. Most versions are disk interactive and a little slow, 
except for the Scott Adams version in Assembly language. The Microsoft version, perhaps the most 
faithful, has two saved-game positions and adds a room, the Software Den, with its own special twist. 



9 






ADVENTURE 



10 





































Debris 

Pit 


11 







ADVENTURE 

Vending Machine Maze 








NW U N NE 



S D SE 


Note: Letters in 
circles refer to the 
letter in the block 
to which you go. 


12 


















ADVENTURE 

Pirate’s Maze 



13 









ADVENTURELAND 


Company: Adventure International 
Suggested Retail: $39.95 

Type: Originally an all-text game, recently re-released in Hi-Res form. 

Description: 

This game has the distinction of being the first of the good puzzle games. Thirteen treasures lie above 
and below ground in this adventure. Some treasures just lie around for the taking, but others will take a bit 
of head scratching before you finally glom onto them. In the process, you have to contend with Bees, 
Bears, Lava, Insects and a Sleeping Dragon. 

Playability: 

Overall, the puzzles are not too difficult, and the game provides a good introduction to the tougher 
games in the Adams series. The two-word syntax has a limited but adequate vocabulary. The text is brief 
and to the point. The game offers a single, easily made or recalled saved-game. 



14 















































































































































































































































ADVENTURELAND 





ADVENTURE IN TIME 


Company: Phoenix Software 
Suggested Retail: $29.95 
Type: An all-text adventure. 

Description: 

You must locate the bad guy, Nostradamus, who lurks somewhere in time, and kill him before he can 
assemble the ultimate weapon and destroy the world. You may travel to four different locations in time 
and to an interesting lab which even has its own computer. A friendly robot helps you out. 

Playability: 

This game’s traps and puzzles will keep an experienced player busy for several hours. Although rated 
for experienced players, it is by no means too difficult for beginners. The crisp, quick response, 
tongue-in-cheek style, and save option further add to the game’s appeal. 




ADVENTURE IN TIME 









































ADVENTURE IN TIME 

Part 2 


Forum 

Nero 

Violin 



Entry to 
Forum 
Guards 



18 



























ALI-BABA AND THE 40 THIEVES 


Company: Quality Software 
Suggested Retail: $32.95 

Type: Originally the all-text game called Fracus, this fantasy has colorful Hi-Res graphics and sound and 
has undergone extensive modification. 

Description: 

This light-hearted combat game takes place in a medieval setting. You beat up monsters, find treasure 
to buy more effective weapons and armor, and ultimately rescue the Princess Buddir. You face an endless 
procession of assault-minded thieves and assorted monsters. However, you do have a host of allies on your 
side, and sometimes the indiscriminate baddies even clobber each other. You can just sit back and watch, 
and often listen to lots of music. 

Playability: 

No single solution to this fantasy adventure exists, so none is provided beyond the map. One or more 
players can play with paddles or keyboard. I suggest annotating your map as a means of keeping tabs on 
the many hidden doors, chutes, and strange goings-on. 



19 































ALI-BABA AND THE 40 THIEVES 



20 







21 









BENEATH APPLE MANOR 


Company: Quality Software 
Suggested Retail: $29.95 

Type: Originally a Lo-Res game, recently re-released in Hi-Res form. 

Description: 

In Beneath Apple Manor, a classic fantasy game, you try to find a Golden Apple hidden deep within a 
multi-leveled, maze-like basement. You need no hints or clues to solve this game, only a bit of patience. 
Different types of monsters abound, and the deeper you go the tougher they become. Magic items found 
on most levels may help you in the quest. 

Playability: 

The new version provides a Hi-Res display of up to five rooms, while a pleasantly familiar Lo-Res (text 
page) display of the original version is available for games of up to ten rooms and at any of the ten degrees 
of difficulty. Elements of strategy enhance the game, but no puzzles impede your progress. No single 
solution exists, so none is provided. Because the maze of each room is random, only a typical floor map, 
dumped from the screen, appears. 



22 





















































































BIRTH OF THE PHOENIX 


Company: Phoenix Software 
Suggested Retail: $14.95 

Type: An all-text adventure (tutorial for adventurers). 

Description: 

I could have written a solution to this, but didn’t—it’s not difficult, and brings you along carefully. You 
must uncover three treasures and complete a special task as part of this game. Other features common to 
big time adventures are a magic word, a maze, and a relatively interactive puzzle. 

Playability: 

A tutorial adventure for the beginner, enjoyable and worthwhile for first-time adventurers. The 
excellent documentation clearly describe game elements in detail, and encompasses clues to a variety of 
specific adventure games. 



23 


























BLADE OF BLACKPOOLE 


Company: Sirius 
Suggested Retail: $39.95 

Type: Hi-Res adventure with color graphics and Hi-Res text. 

Description: 

You have to find and return the Sword of Myraglym. Standing between you and success are talking 
plants and idols, several riddles, a booze-happy monster, a tough-hided lizard, and a variety of ways for 
you to come to a premature end. Secondarily, you gain 500 points for solving the puzzles; the last point is 
sorta tough. 

Playability: 

While the Blade of Blackpoole contains no adventuring breakthroughs, it offers pleasant enough 
story line and graphics. Inventory management does present some challenge, since you can carry only six 
of the twenty-three objects at one time. Some objects have multiple uses, but the sequence of managing 
them becomes more difficult because you cannot readily return to certain locations. The overall difficulty 
leans slightly to the tough side, ideal for average adventurers. 



:READ BOOK 

THE BOOK CONTAINS DESCRIPTIONS OF A 
RITUAL AND A PRAYER CALLED ’S0L0CIN’. 

YOU CAN’T OUm READ THE UORDS OF THE 
PRAYER,BUT YOU RECOGNIZE THE UORD DANGER 



CONGRATULATIONS, YOU HOME SUCCESSFULLY 
FUFILLED YOUR GUEST AND RETURNED THE 
SWORD MYRAGLYM TO IT’S RIGHTFUL PLACE. 

ignSIS?. ulfHESS F0 """ 


24 



































































































THE BLADE OF THE BLACKPOOLE 



25 




CASTLE OF DARKNESS 


Company: The Logical Choice 
Suggested Retail: $34.95 

Type: Hi-Res adventure with color graphics and animation. 

Description: 

To overcome the might of the evil wizard, Grimnacht, you must discover the power behind his curse. 
You explore the many rooms of two castles, some with treasures, others with monsters or clues, and many 
with nothing at all. When you get through them all, you will have gained 200 points and had the dubious 
pleasure of watching your animated character march slowly all through the palaces. 

Playability: 

The game offers a degree of animation and occasional spoken words, but some of the graphics leave a 
lot to be desired, particularly small and difficult to differentiate objects. Travel from location to location is 
on the slow side. Also, the limited vocabulary often makes progress frustratingly slow. 



26 






















































































































































CASTLE OF DARKENSS 



27 
































c n 






28 




CHAMBERS OF XENOBIA 


Company: Avant-Garde Creations 
Suggested Retail: $15.95 
Type: All-text adventure. 

Description: 

Thirteen treasures await you in the underground cavern, the majority guarded by an unsavory critter 
which you must kill to gain reward. Three minor puzzles offer some challenge. 

Playability: 

The game is easily mapped, offers little reason to play a second time, and contains no unique twists. On 
the other hand, it’s easy to play, doesn’t bomb, isn’t devious, and well suits young adventurers. Not 
recommended for intermediate to advanced players. 



29 













THE COUNT 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text game, scheduled for release in Hi-Res form. Price includes Voodoo Castle and Strange 
Odyssey. 

Description: 

While this game has relatively few locations, a new element—time—has been introduced. You must 
properly time-phase your activities over three days and nights in order to find and kill Count Dracula. If 
you don’t fix his wagon in three days, you won’t be around for the fourth. Natch, there are bats, garlic, 
blood, Transylanian cigarettes and some No-Doze pills to help you keep awake at night. 

Playablilty: 

Slightly less complex perhaps than some of the other Scott Adams’ games, but unique in that “things 
change” between night and day, and between successive days. The two-word syntax has a limited but 
adequate vocabularly. As with all of the Adams games, the text is brief and to the point. The game offers a 
single, easily made or recalled saved-game. 


THE COUNT 



30 



THE COVETED MIRROR 


Company: Penguin Software 

Suggested Retail: $19.95 

Type: Hi-Res adventure with color graphics. 

Description: 

To break the evil rule of King Voar, you must find the fifth piece of a magic mirror. To do so, you must 
know the shapes of the other four pieces, solve a number of related puzzles, and play three simple arcade 
games. Periodically, the King yanks you back if the Jailer finds you missing, but the Jailer lets you roam if 
you bribe him. 

Playability: 

“Talking” characters will help you order and solve the frequent but not overly difficult puzzles. The 
characters often give novel responses should you give them objects not intended for them. A light-hearted 
game with nice graphics and a degree of animation, but a rather slow fill time. The vocabulary is nicely 
tailored to the game. You get seven saved-game positions, which you should use frequently—especially in 
the maze. Suitable for all levels of gaming ability. 



31 


























































































































































































THE COVETED MIRROR 



32 























































33 


st °ckade - Outskirts _ 

Th,ef Town 










CRANSTON MANOR 


Company: Sierra On-Line Systems 

Suggested Retail: $34.95 

Type: Hi-Res adventure with color graphics. 

Description: 

You must recover sixteen treasures from the multi-roomed Manor so that the town can be restored to its 
former glory. Cranston Manor itself is all indoors—upstairs, downstairs, and basement—with a Suit of 
Armor chasing you in the house and a dangerous Toy Soldier after you in the basement. The conclusion 
extends congratulations and designates you a Class 3 Adventurer! 

Playability: 

The game provides a few sticky puzzles and several interesting interconnections, but the inability to 
restore or restart the game after getting killed off is a serious problem! Despite the relatively large size of 
this game, it seems to lack the imagination and freshness which marked The Wizard and the Princess. 



34 





CRANSTON MANOR 

Basement 



35 




Surrounded 
By Tall 
Hedges 


Surrounded 
By Tall 
Hedges 




















































37 




CREATURE VENTURE 


Company: Highland Computer Services 

Suggested Retail: $24.95 

Type: Black and white Hi-Res adventure. 

Description: 

You enter and explore a mansion which you have inherited, deal with its inhabitants, and find the 
treasure, which is in two parts. Once you find the first part of the treasure, you enter a Master’s Game, 
made more difficult because it no longer allows you the save-game feature and essentially limits the 
number of moves available to you. 

Playability: 

A few interesting animation sequences and challenging portions. Adult adventurers may become bored 
quickly because of the limited vocabulary, but kids will find this game, written somewhat tongue-in- 
cheek, rather interesting. 

Master Game 



38 





CREATURE VENTURE 

Part 1 



Kitchen 
Oven Table 
Stove Cabinet 
























CREATURE VENTURE 

Maze 










CREATURE VENTURE 

Part 2 



41 












CRIME STOPPER 



To 

Street 


Substation 
Station Legend 



42 








CRIME STOPPER 

Company: Hayden Software 
Suggested Retail: $34.95 
Type: All-text mystery game. 

Description: 

You are A1 Clubs, Private Investigator. You 
arrive at your office at 7 a.m. to find that you have 
been hired to recover a kidnapped heiress. You 
have until midnight to complete your task. You 
spend a lot of time in the subway. En route, you 
have plenty of reading material and you encoun¬ 
ter two dead bodies. You have to do in three 
baddies or become a corpse yourself. Justice is 
swift, so work fast! 

Playability: 

There are a few bugs in this game, so save it 
often (fortunately, quite an easy thing to do). 
Novice adventurers will find it entertaining. How¬ 
ever, if you got hooked on Deadline, don’t expect 
this to replace it. 


Sports 

Complex 

Hallway 


Corner 
of 6th 
& 21st St. 


2nd Floor 
of 

Hotel 


Beau 

McBridge’s 

Room 

Telephone 


t West 

Downtown Uptown 
East 1 


Hotel 

Wooden 

Lobby 

Stairs 



In Front 
of Broken 
Arms 
Hotel 




Corner 
of 2nd 
& 8th St. 




Bank 
Corner of 
6th & 8th 


10th & 
21st St. 
Executive 
Row 


Crowded 

Corridor 


Corner II Inside 

of West |—(Warehous e ! |Warehouse 

& 8th St. I I Crate 


Intersection 
West 
& 21st St. 


3 



Departures 


L 


j - 

--lJ 


43 




CRYPT OF MEDEA 


Company: Sir-Tech Software, Inc. 

Suggested Retail: $34.95 

Type: Hi-Res adventure with color graphics. 

Description: 

A humorless and gruesome game, full of blood, gore, and little else. You find yourself in an under¬ 
ground mausoleum; your mission is simply to escape. Decapitated corpses, flea-infested dogs (dead, 
naturally), vats full of body pieces, and mutants stand in your way. I can’t say much good about this game, 
either from the standpoint of its design or implementation. 

Playability: 

This game does not suit children because of its unnecessary use of violence and horror. The graphics 
and text are rather insipid. Nonetheless, the difficulty factor is relatively high, partly because of the 
atrocious vocabulary and partly because of the lack of logic associated with the puzzles. 



44 

































































































































































































































































































































































































































CRYPT OF MEDEA 



45 


South End | | Dusty I_I Dead 

of I lAntechamberl - H End 

Dirt Room II II 




* o •% 

TJ >> .Si 

0 u 

3 33 <d 

^ ^ -t-' 

hr rr — 


o (0 C31 
y 0) C 


d} 

» s 


Si a 


bO „ 



Cupola 

Leave 

Booty 

Here 

© 

\ 

Trap¬ 

door 

Hinges 


End 

of 

Hall 

© 

Study 

Globe 


R) "D X5 O) 
> 2 C C 

-J2 ° ro c 
|0QC i» a) 


<3 


CT) _ . 

C CJJO-ol 

HJrogl 

I rooQCl 


-o o o 

HI 00 


_ c 

Q) T3 .2 

2oc 
O 1 5 



ro c ro 
co O ca 




10 <2’ll co 





(O 


EFEh 




o § S’ 




!?? 


, © >>? 
o 05 ro - 


Tremend. 

U’ground 

Chamber 


c E|u 
C o o © 



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“■-=1 



n o © -c 

u cl m co 


ra o co 

LLI >- 


-^3 


46 


3 








47 





CURSE OF CROWLEY MANOR 


Company: Adventure International 

Suggested Retail: $29.95 

Type: Hi-Res mystery with color graphics. 

Description: 

As Inspector Black, you start in your Scotland Yard office (which you cannot leave until the phone 
rings). An officer (later found gruesomely mutilated) summons you to Crowley Manor to investigate the 
murder of Lord Crowley. The balance of the game proves equally gruesome, but the ending is interesting 
and well done. 

Playability: 

You will find it all too easy to get stuck at one location in this guessing game, looking for the right word 
combination in a full sentence command. Quite often, otherwise insurmountable obstacles simply 
disappear if you happen to be carrying the proper object, so be sure to look everywhere. 



48 











































































































































































THE CURSE OF CROWLEY MANOR 




49 




CYBORG 

Part 1 



50 






51 


way.Thesizeofthegameitselfbecomesachallenge.lt _ center 

, . , , 1 .,1 1 rr , West End_E-W Hall _ East End 

proves relatively difficult to get killed off, and even if Huge Han Hologram Huge Hail 

you do, you get a chance at reincarnation! ■-' I I- 

Vending Machine 




CYBORG 

Part 2 



52 










































DARK CRYSTAL 


Company: Sierra On-Line Systems 
Suggested Retail: $39.95 

Type: Hi-Res fantasy adventure, the sixth in the Roberta Williams series, with color graphics. 
Description: 

Jen, our Gelfling hero, is your alter ego. You control his actions in his quest to find and replace the 
missing shard of the Great Crystal, a deed which must take place at the instant of the triple conjunction of 
the Three Suns. The great prophecy states that only a Gelfling can accomplish this task, and Jen is one of 
only two who escaped the slaughter of his race by the evil Skeksis. Failure means that the Skeksis and their 
robot-like killers, the Garthim, will control the world forever. Success means both the end of their rule and 
a return to peaceful harmony in the world of the Gelfling and Pod people. If Jen succeeds, he will live 
happily ever after with Kira, the female Gelfling, who appears halfway through the game. 

Playability: 

The game is based on and faithful to the movie of the same name, but having seen the movie is neither a 
help nor a hindrance when playing the game. The graphics, although having large expanses of white, are 
beautifully detailed. Lighthearted and fun to play, the game anticipates your actions and commands. Easy 
enough for beginners and captivating enough for more experienced players. 



54 
























































































































































































































































































































































56 





















































DEADLINE 


Company: Infocom, Inc. 

Suggested Retail: $49.95 

Type: The first of a series of all-text mystery adventures. 

Description: 

You, the Detective, are called upon to investigate the apparent suicide of a wealthy and philanthropic 
industrialist. You encounter no monsters or wizards, just seven characters you can talk to, question, or 
watch as they move about independently. You have twelve hours to unravel the mystery and arrest one or 
more of the four principal suspects. You will have to prove motive, opportunity, and means. There are 
twenty-five possible endings, ranging from dismissal by the Grand Jury to conviction by the Trial Jury. 
Some endings come with shocking suddenness; others give you clues for your next attempt at solving the 
mystery. 

Playability: 

Totally engrossing. You feel as if pulled directly through the CRT and right into the mansion with the 
suspects. While the game offers a moderate difficulty level and number of puzzles, the convoluted 
puzzles demand interaction and one of them proves quite tough. This game requires considerably more 
deductive logic than adventures usually call for. 



57 



















DEADLINE 

Outside House 



58 

















DEADLINE 

Inside House 


© 



To Door 







































DEATH IN THE CARIBBEAN 


Company: Micro Lab 

Suggested Retail: $35.00 

Type: Hi-Res adventure with color graphics. 

Description: 

You find yourself on an enchanting but dangerous Caribbean island, divided by a fast flowing river. 
You’ve come in search of buried treasure. Yes, it’s here, but it will take a bit of doing as well as digging to 
get it. The graphics are very well done, sharply detailed and quick to fill. The puzzles offer moderate 
difficulty; some—in a sense—involve a play on words. 

Playability: 

A good, solid adventure. A little thin on the story-line and text, but nevertheless challenging. Playability 
would improve greatly if the game supported dual disk drives; as it stands, with two program sides you 
quite often find yourself flipping disks like hot cakes! The two-word parser has a limited vocabulary. 
Fortunately, the negatives are well balanced by some of the best red-herring puzzles yet encountered, 
some helpful magic, and a little cryptology. 




60 

























































































































































































































































































DEATH IN THE CARIBBEAN 

Part 1 



61 


~ . I Behind 

Dead End House 




DEATH IN THE CARIBBEAN 

Part 2 



To Storm 


62 








DEMON’S FORGE 


Company: Saber Software 

Suggested Retail: $39.95 

Type: Hi-Res adventure with 
color graphics. 


Ore Hopper 


Torture 

Chamber 


3 Spheres \—\ Long Bridge M Ice Room 



Torch on Wall 


Intersection 

of 

Elements 


Stove Room W dropoff 


Glass Room 


Room w/ 
Trapdoor 


Colored 

Arch 


Long Hall 
(2 more) 


Long Hall 
(2 more) 


Long Hall 


Four Way 
Intersection 


Guardroom 


Splendid 

View 


Magician’s 

Room 


Stop Sign 


Sleeping 

Quarters 


Sloping 

Hallway 


Training 

Room 


Rubber-Door 


Sloping 

Hallway 


Two Oak 
Doors 


Beautiful 

Waterfall 

Sword/Anvil 


Description: 

You must escape from underground dun¬ 
geons into which the king has cast you. The 
ending relates to the title, but not to the 
Varga-like cover jacket. There are lots of 
objects with which to contend, and not too 
many characters. The puzzles largely belong 
to the find it, use it, and leave it type. 

Playability: 

All in all, an average adventure game, 
with pleasant and interesting puzzles. 
Inventory management becomes a pro¬ 
blem because you tend to accumulate 
objects faster than you can figure out 
how to use them. Hints fall few and far 
between, and the vocabulary forces you 
to play guessing games with synonyms 
to get the desired results. At least you 
don’t get killed too often, but beware 
7^ the Rabbit. 


Five Similar 
Trick Rooms 


Anarkull’s 

Lab 


Trick Room 
Left then 
Right 


Pillow Sleeping 

Blanket Quarters 

Bag of Ashes 


Bottom of 
Well 


Long EW 
Hall 


Entryway 


START 

Cave 

Entrance 

Junction _ 

Route 

_ Skinny Man’s 
” Room 


Long EW 

Old Armory 

_ Alchemist’s 

Hall 

Man Runs By 

Room 


Cave 

Entrance 


63 












DOOM VALLEY 


Company: Superior Software, Inc. 

Suggested Retail: $19.95 
Type: All-text adventure. 

Description: 

While vacationing at a ski lodge, you hear that a planeload of UN ambassadors has crashed nearby and 
can’t be found. You later find that, for unknown reasons, equally unknown parties have chained these 
worthies in a medieval castle located in a steamy jungle populated by lions, tigers, and mambas who pay 
no attention to you. You win when you return the ambassadors to the ski lodge. 

Playability: 

So-so at best. Most of the game locations have no bearing on the game. You can win the game in less than 
four minutes once you know what it requires. The two-word parser demands specific two-word 
responses, usually self-evident. No real challenge, even to a beginner. 



64 



DOOM VALLEY 



65 




EARTHQUAKE—SAN FRANCISCO, 1906 


Company: Adventure International 

Suggested Retail: $39.95 

Type: Hi-Res adventure using color graphics. 

Description: 

A note for you in your San Francisco hotel tells you to deliver a ransom (conveniently on the dresser) to a 
specific hotel or you’ll never see your wife again. This simple task is suddenly complicated by your room 
collapsing around your ears, chaos in the streets, fallen buildings, trigger-happy and not-too-honest 
soldiers, the need to become a hero, paddling around Oakland Bay, and getting piddled on by a small dog. 

Playability: 

A lot of backtracking takes place because things at earlier locations change when you meet conditions 
set later in the game. Some mildly interactive puzzles, but for the most part you must solve them in 
sequence, which slows down the game. The speed of the game, vocabulary, parser, and text all leave a lot 
to be desired, but attractive graphics, several intriquing puzzles, and an interesting storyline make the 
game worthwhile. 



66 








































































































































































































































































































































































































































































































































































Trail 


High Plateau 
Below Cliff 
Cliff Trail 
Peak OH/ 
Gravel Rd 


Gravel 


Road 


Cliff 


High Plateau Above 
Trail-Cliff 
Gravel Road 


Ancient Roadway 
Mountain to N 
Stone Tower 
Stone Door to Twr. 
Dirt Road 
Gravel Road 
Gargoyles on Twr. 


Stone 

Door 


Gravel Road 


Stone Quarry 
Gravel Road 
Cave 

Iron Stone 


© 


| Cliff 

|Clearing Below Cliff 1 
Mountain N & S 
Cliff 
Path 


Path 


Dirt 



Forest 
Brook 
Dirt Road 
Path 

["Brook 


Open Door 
Go Door 


Entry Hall 
Stone Stairs 
Stone Door 
Stone Archway 


Cave 


Stairway 


Small Cave 
Blue Crystal 


© 


Brook/Forest 
Surface of 
Lily Pads 
Tall Trees 

| Surface 

Underwater 
I Surface covered by I 
Lily Pads 
Underwater 
Channel 


Tree 


Tree 


Treetop 

| Mountain Peaks N-S 
Stone Tower 
Tall Trees 


Strange Place 
Black Demon 
Gold Demon 
Golden Sphere 



Channel 




Underwater 
Channel 
Surface of 
Underwater Pool 


Limestone Cave 
Channel 
Short Passage 



Landing- 
Top of Stairs 
Wood Door 

Iron Door 


Gloomy Room 
Stone Arch 
Wooden Door 
Trap Door 


Closet 

Animated Skel. 
Wooden Door 
Key 


Iron Door 


( 10 ) 


Trapdoor 

Unlock 

Open 


Crocodile 


Wood Door 



Wizards Den 
Compass-Scroll 
Desk-Chair 
Window-Iron Door 


ROOT CELLAR 
Wooden Door 
Trap Door 

Grass 


Open 

Window 


Window Ledge 
Window 

Ladder/Long Drop I 


Open 

Trapdoor 


a 


Ladder 


Garden 

Grass=Secret Trap 
Door Path 
Tall Stone Tower 
Gargoyles on Roof 
I Long Drop-Window I 


Oasis 
Dry River 
Dry Wash 
Palm Trees 
Small Pool 


Pool 


Underwater 
Channel 
Surface of Pool 


| Tower Roof/Ladder | 
Astrolobe 
Stone Gargoyle 
Iron Gargoyle 



Dry River 


Dry 

sWash 


Desert Mtn. N/S 
Trail/Dry River 
Desert Road 
A Small Cactus 
Large Cacti 


Desert 

Road 


Blue Sand 


Desert 
Dry Wash 
Desert Road 
Abandoned Road 


Ruined City 
Mountain N/S 
WOLF Fountain 
Broken Window 
Empty Doorframe 
Abandoned Road/ 
Hole 


Hole 


Abandoned 
Road 


(Water) 


Broken 


Empty 

Doorframe 


Abandoned Bldg. 
Large Hole in 
Wall 


Abandoned Bldg. 
Broken Window 


Abandoned Bldg. 
Empty Door 
Frame 


68 


Surface Passage! Melted Hole 






Description: 

You must find and destroy the Overmind (a golden sphere) to win the love of the enchanted Princess 
whom you meet while trying to cope with the game’s sundry critters and traps. The game abounds with 
many objects, a helpful dwarf, and some useful magical items. It’s a toughie. 

Playability: 

Engagingly difficult but agonizingly slow, especially for an Assembly language program. The docu¬ 
mentation gives the history and game objective in verse, but does not describe how to save or restore a 
game. You should read it carefully. Unfortunately, you cannot solve the game without the save and 
restore. Try Reset: Call-151: BSAVE (filename), A$8000, L$1000. To restore, use Reset: Blond (filename): 
Call-151: 800 G. Despite its obvious weaknesses, it’s a very tough and challenging game. 


69 




EMPIRE OF THE OVERMIND 

Red Planet 



70 






ENCHANTER 


Company: Infocom Inc. 

Suggested Retail: $49.95 
Type: An all-text adventure. 

Description: 

Zork lives, embodied here in the descriptions and puzzles accorded to you as the neophyte wizard, 
charged by your wizened mentor, Belboz, to seek and destroy the great evil wizard, Krill. Only an 
innocent fledgling can hope to succeed in this quest due to Krill’s precognitive powers. It’s tough to find 
some of the thirteen scrolls you’ll need to achieve this goal. Find out what it’s like to get sacrificed, and talk 
with frogs, turtles, and a shaggy adventurer. 

Playability: 

The game plays easily and smoothly and employs the excellent parser, vocabulary, and two-drive 
save-game capability that mark Infocom games. Lots of fun to play, with well anticipated wise remarks 
made to many inputs. 



71 





ENCHANTER 



Crone 




















ENCHANTER Forest I — I Swamp 
Part 2 1 -1- 1 |____ 



®L 



Map 

Room 

1 

Small 

Room 












S: CO 


2 


® 

i<D 

© 

n 

Li 




T °Outs'd e I Inside I-I Courtyard I-I Courtyard I- Temple P—I Courtyard [—I Junction 1—1 Landing LJ Winding- W ^ k r ' s 



r 3 


Room of 
Terror 





































ESCAPE FROM RUNGISTAN 


Company: Sirius Software, Inc. 

Suggested Retail: $29.95 

Type: A black and white Hi-Res adventure that includes some arcade-like action. 

Description: 

You must escape from your prison cell and cross the border of dictator-ruled Rungistan into the safety 
of Nuggyland. Natch, you are pursued by the Rungistanees, who must see to it that you are shot in the 
morning—or they get scheduled to lose their own hides. 

Playability: 

An average adventure in all regards, with much lacking in many regards. One nice feature: the screen fill 
takes place crisply and quickly. Often, you get one shot at the correct answer before bad things happen to 
you! Generally, you must solve puzzles in order before you can go on to the next location, which slows the 
game. The arcade section challenges you to ski between seven or so sets of rapidly approaching trees. 
Prior to saying “Geronimo,” use the single save-game feature back to the program disk. 



74 




ESCAPE FROM 



Abandoned 
Ski House 


























































ESCAPE FROM TRAAM 


Company: Adventure International 

Suggested Retail: $34.95 

Type: Hi-Res adventure with color graphics. 

Description: 

Your spaceship crashes into the planet of Traam, but somehow you survive. Armed with only your wits, 
you must find the means to escape this desolate land. Enroute to finding another spaceship in which to 
return to your mothership, you encounter an alien warrior, a friendly little creature, some Traam slaves, 
and troops of ferocious Traams. You must become something of a linguist to understand some of what you 
see or hear. 

Playability: 

This game shares the shortcomings of Earthquake—San Francisco, 1906, but has few of its virtues. The 
puzzles are semi-logical in spots, and seem disjointed and rather unrelated, although for the most part they 
occur in sequence. You can make a single saved-game position to the program disk; a few more saves 
would help. 



76 
































































































































































































































































































































































77 
























































































































FANTASYLAND, 2041 AD 


Company: Crystal Software 
Suggested Retail: $49.95 
Type: Hi-Res fantasy adventure. 

Description: 

This game requires no solution, nor has one been provided. Your task, easy enough to say, proves long 
and difficult to do—simply find Guinevere or Lancelot. Trek through the six disk-sides and the game’s six 
different lands, acquiring the men, material, supplies and magical items that you need. Other than finding 
out which objects to use on what, you face no real puzzles in this bit of escapism. However, the concept of 
the game is well done, with nice shape-tabled graphics interspersed with attractive Hi-Res displays. 

Playability: 

Nice ideas, led astray by absolutely horrid implementation. Sad to say, this game abounds with bugs, 
many of them fatal programming errors. The biggest puzzle, it seems, is to find which events and 
sequences you should stay away from. While repetitious, it’s sort of fun; too bad it’s loaded with syntax 
errors and fundamental programming errors. 


CONGOLAND Side 1 


Swamp 

Swamp 

— 1 — r 

_> _ji 


J 

Temple 

(Shrunken 

Head) 


Swamp 

Mountains 

Swamp 

Swamps 

1 i 

Swamp | Mountain J 

■ 1 


_r, 

— 

r 

— 

— 

i 

1 ! 

L L — 1 

j 1 1 

Swamps | Swamps J Mountains 

i _!_ j 

Mountain 

(Psgs.) 

L _ li|_ 1 

L 1 _ L 1 — 1 

Mountain 

Mountain 

! T ■ T . i 

Mountain | Mountains j Mountain 1 ^.^’psg') 

i 1 L _ 

1 

Banana 1 Banana 
Groves | Groves 

L J 

Jungle 

Jungle 

Jungle 

_ 

i j i i 

Jungle 1 Jungle j Water I River I Trading 

I Fall | II | Post 

L _J _! J 1 

Jungle 

Jungle 

1 1 

Jungle 

1 I I I 

Jungle j Jungle | Jungle 1 Ri .Y. er j R !„ er 

! | j Ml j IV 

Crabs 

Fish 

Horses 

■ 1 j 

Jungle | | Jungle | 

Jungle 

Jungle 

! Ant 

| Hills 

i_ _ 

Shields 


Skulls 

■ 1 T "j 

1 1 1 

Jungle j Jungle j Jungle j 

i i > 

i 

1 Jungle 


78 















ARABIA Side 2 


1 

Baghdad j Deser * 

(Tiger Fang) 1 uesert 

Desert 

-1-i- 

Oasis | Desert | Desert 

i 1 ! 

-1- 

1 

| Desert | Desert 

i 

_i 

Desert i Desert 

i 

1 

Desert 

r i 

Mountain 

S’ 1 DO— 

1 

— 

Ruins 

r 

Desert 

l~ "1 

Mountain Mountain 

Mountain Desert 

1 

Mountain 

— 

Ruins 

Mountain 

Desert 

Sand 

Pits 

Desert 

r 

Desert 

Oasis 

Desert 

Desert 

Desert 

Desert 

1 

Oasis 1 Desert 

1 

L_ 

Desert 

Desert 

Desert 

. 

Desert 

L _ J 

Desert 

Desert 

1 

Desert 1 Desert 

1 

L_ _| 

Desert 

1 

Desert 1 Desert 

_L 

1 

1 Desert 1 Desert 

1 

L L_ 

Ruins 

i 

Desert | Desert 

1 

i_ _I 

Desert 

_i 

i i i 

Desert 1 Desert 1 Desert 1 Desert 

1 1 1 

_L _L 

Desert 

Desert 

1 ■ —i — r —r i 1 

I I l I l I 

Desert | Desert 1 Desert | Cathay 1 Desert 1 Desert 1 Desert 1 

1 1 1 1 1 1 



I 

Camelot j Grassland j Swamp J Swamp | Swamp j Swamp j Swamp 


I I I 


I I 

Grassland | Grassland I Swamp 

I I 


Swamp j S ^woo d j Grassland j Grassland 


Swamp 


Grassland 


Sherwood 

| Sherwood 

Sherwood 

■ Sherwood 1 

Stone- 

j Sherwood 1 

Swamp 

Swamp 

Forest 

! Forest | 

Forest 

i Forest i 

house 

j Forest I 


1 


Sherwood ! Sherwood j Sherwood 
Forest j Forest j Forest 


i i 

Sherwood | Sherwood j ^? f a 

Forest j Forest I Mjst 


| j Sea | 

Swamp a Swamp ■ of | 

Mist 


Sherwood ! st £™° od | 
Forest j (Rjng1) | 


! . I .1 Grassland 

| Mountains I Mountains j (Excalibur) 


Mountains 


Dragons | 








































WHIRLPOOL OF HADES Side 4 


Grassland 

Cyclop’s 

Treasure 

Grassland 

Grassland 

Med. 

Sea 

Med. 

Sea 

Med. _ 
Sea 

^ Grass 
land 

Grassland 

777 

Olympus 

Ruins 

Ruins 

Mountains 

Grass 

land 

Med. 

Sea 

Med. 

Sea 

Med. 

Sea 

Mountains 

Mountains 

Grassland 

Mountains 

Mountains 

Mountains 

Grassland 

Med. 

Sea 

Med. 

Sea 

Reefs 

Reefs 

Reefs 

4 

Med. 

Sea 

Reefs 

Reefs 

AA /\ 
Reefs 
AA 

A- A/\ 
Reefs 
/Vs. A 


Med. 

Sea 

Med. 

Sea 

Med. 

Sea 

Med. 

Sea 

Isle of 
Thieves 

Med. 

Sea 

Med. 

Sea 

Med. 

Sea 

Med. 

Sea 

Med. 

Sea 

Med. 

Sea 

Reefs 

Reefs 

Reefs 

Shallows 

Shallows 

Isle 

of 

Delos 

A* A A 

Reefs 

A a 'M 

(§> 7 

Shallows 

Grassland 

Mountains 

Mountains 

Mountains 

Shallows 

Shallows 

Shallows 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Reefs 

Shallows 

Shallows 

Reefs 

Reefs 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

A 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

A 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 

Aegean 

Sea 


CAPTAIN NEMO Side 5 


Underwater 

600 

Underwater 

600 

Underwater 

600 

Underwater 

400 

Underwater 

400 

Shark 

Infested 

Shark 

Infested 

Sunken 

Ship 

Waters 200 

Waters 200 

1000 

Atlantis 








o 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

1000 

600 

400 

400 

600 

600 

600 

600 

Underwater 

200 

Trench 

1000 

Underwater 

600 

Deep 

Trench 

1000 

Deep 

Trench 

1000 

Deep 

Trench 

1000 

Deep 

Trench 

1000 

Deep 

Trench 

1000 

Borregas 

Current 

1000 

Borregas 

Current 

1000 

Underwater 

400 

Shark 
Infested 
Waters 200 

Reef 

200 

Reef 

200 

Reef 

200 

Underwater 

200 

Reef 

Sunken 

Ship 

1000 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

200 

400 

400 

400 

400 

400 

400 

Underwater 

Reef 

Reef 

Reef 

Reef 

Underwater 

Underwater 

Underwater 

200 

200 

200 

200 

200 

600 

1000 

600 

City of 
Fplmen 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

Underwater 

Lvl 1 1 Ivl 1 

1000 

400 

200 

200 

200 

200 

400 

400 

Underwater 

Underwater 

Underwater 

Underwater 

Cave 

Entrance 

Underwater 

Underwater 

Underwater 

400 

400 

400 

200 

200 

200 

400 

600 





DANTE’S INFERNO Side 6 




81 





































G.F.S. SORCERESS 


Company: Avalon Hill 
Suggested Retail: $35.00 

Type: An all-text science fiction adventure game. 

Description: 

The first in the continuing saga of Joe Justin and Selena Sakarov aboard the spaceship G.F.S. Sorceress. 
This time, they meet in outer space, where Justin has been set adrift in a “regenerating” spacesuit after a 
trumped-up court martial, to drift alone for the rest of his days. You must make appropriate repairs to the 
ship before using it to prove Justin’s innocence by finding the Red and Black Books on interstellar law. 

Playability: 

A good story that keeps you glued to the machine to see how everything comes out. However, the game 
plays painfully slowly and becomes very repetitive in some sequences. Use of the robot involves a rather 
neat puzzle toward the end of the game. 



82 


































83 


o , lo DQQ p^MrtVorH _ Robot Can See I_I Arachnid Librarv 

Small Room Court Yard Silver Book a Trail I j ra ;i I Web ^ 



























































GHOST TOWN 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text game, scheduled for revision into a Hi-Res version. Price also includes Mystery Fun 
House and Pyramid of Doom. 

Description: 

The locale is an Old West town, complete with saloon, hotel, telegraph stations, a jail, Boot Hill, an 
Indian, and a piano-playing ghost. Amid this setting lie thirteen treasures which you must find, collect and 
stash away in the General Store. In a typical Scott Adams’ switch, you also get an opportunity for revenge 
on the Purple Worm. 

Playability: 

Difficult in spots, and has a game within a game. Once you’ve solved it, try doing it again. This time try 
finding the optimum sequence of moves that will earn you the maximum bonus. The two-word syntax has 
a limited but adequate vocabulary. The text is brief and to the point. The game provides a single, easily 
made or recalled saved-game. 



84 




























































GOLDEN VOYAGE 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text game, scheduled for revision into a Hi-Res version. Price also includes Savage Island, 
Parts I and II. 

Description: 

You have three days to find the potion from the fountain of youth required to restore the aged King. To 
help you accomplish this mission, you receive enough gold to buy various supplies and the snazzy sailing 
ship needed to shuttle between the three different islands that make up this game. All three islands seem to 
contain fountains and some magical stones with which you must contend. Then, if you’re lucky or clever 
enough, you get to meet Cyclops! 

Playability: 

Although the twelfth and last of the original Scott Adams adventures, this isn’t one of the harder ones. 
The degree of difficulty does pick up a bit at the end. The story line is above average, but the relatively 
slow and jerky nature of the screen display updates indicates that the basic program shell used for these 
games has just about reached its limits. The two-word syntax has a limited but adequate vocabulary. The 
text is brief and to the point. The game permits a single easily made or recalled saved-game. 


Map Overview 



86 







GOLDEN VOYAGE 



87 



GRUDS IN SPACE 


Company: Sirius Software, Inc. 

Suggested Retail: $39.95 

Type: A Hi-Res adventure with color graphics, animation and Hi-Res text. 

Description: 

Whimsy and fast moving graphics mark this game in which you, the skipper of a space freighter, head 
for Saturn to pick up a load of fuel for urgent delivery to Pluto. Along the way, you make several side trips 
to Venus and Titan and encounter a couple of alien space ships as well as some friendly characters and a 
couple of creeps. The sound effects aren’t bad, either. 

Playability: 

A rather tough game, partly because of the horrid vocabulary and partly because you only get one move 
to guess right before horrible things happen. Kids will thoroughly enjoy the comic-strip like characters, 
but may need a lot of help from dad, who will probably also have a tough time in spots. Be sure to make 
frequent use of the well-implemented save-game capability. 



THERE IS R GRUO BEHIND THE COUNTER. 
THERE IS R SIGN ON THE URLL. 

VOU SEE: 
fl KEV 


a;n 



NR. GREEN RERDS THE NOTE RND SRVS, 
■GO AHEAD...TRKE IT . 1 
VOU SEE: 

R NONEV NRKER 


88 









































































GRUDS IN SPACE 



89 










































GRUDS IN SPACE 

Continuation 



Alien Ship near Venus 

Navigation Coordinates 96-17-14 
Teleport Coordinates 66-12-15 


® © 






Titan 

Navigation Coordinates 70-10-24 
Teleport Coordinates 14-93-96 


Venus 

Navigation Coordinates 96-17-14 
Teleport Coordinates 82-13-64 


90 







































GRUDS IN SPACE 



Navigation Coordinates 18-98-32 
Teleport Coordinates 34-76-21 



Baranok 


Hold 

Bridge 

— 

Time 

Guards 


Window 


Navigation Coordinates 18-98-32 
Teleport Coordinates 36-24-35 


91 




INFIDEL 


Company: Infocom, Inc. 

Suggested Retail: $49.95 
Type: All-text adventure. 

Description: 

Despite the old theme, you’ll find lots of new twists and tough puzzles in this game. You are a 
not-too-bright archaeologist (in this case, a polite term for grave robber) bent on finding the vast treasures 
of an Egyptian Queen’s pyramid, rumored to lie not far from your camp in the otherwise endless sand. 
Before it’s over, you’d better get a lot smarter if you hope to cope with the devilish traps that the Queen has 
set for you. Well written, with very interactive puzzles, some given away by the hieroglyphics—if you can 
read them! 

Playability: 

Thoroughly enjoyable and fun to play, using the excellent parser, vocabulary and save-game capability 
now so familiar to Infocom game lovers. You’d better stay alert toward the end of this game if you hope to 
arrive at the rather unusual ending. 


INFIDEL 

Part 1 


24° 11'9" -J 


24° 11-7" — 


24° 11' 5" 


24° 11' 3" — 


24° 11' 1" 



Desert I— 


32° 12' 31" 32° 12' 33" 32° 12' 35" 32° 1 2 37" 32° 1 2 39" 32° 12' 41" 32° 1 2 43" 


92 









































Burial L-J Treasury 
Chamber I Three Pads 


INFIDEL 

Part 2 


Ante 

Chamber 

@ 



93 


















































94 


















































































































































































































[ 



95 




KNIGHT OF DIAMONDS 


Company: Sir-Tech Software, Inc. 

Suggested Retail: $34.95 

Type: Hi-Res fantasy adventure, a mapmaker’s delight. 

Description: 

The second scenario in the already classic Wizardry series. You must find and return the Staff of Gnilda 
to the City of Llylgamyn. To get started, you need developed characters from the Proving Grounds, 
whom you transfer to the new scenario. In the dungeon you will meet with the No-See-Ums before too 
long. Worse than these pests are some of the evil creatures that love to take all but one hit point away from 
your favorite characters. 

Playability: 

No specific way of solving Knight of Diamonds exists, so don’t look in the book for one. Map carefully, 
grow in strength, get to the sixth level. When you’re there, remember The Knight of Diamonds and Shield. 
Don’t tackle this one unless you are a Wizardry expert and have at least Level 13 characters. Knight of 
Diamonds is the maze-type adventure at its best. You can play with one to six people (with one person 
acting as the Dungeon Master at the keyboard). It will provide many interesting hours of game fantasy, 
albeit somewhat repetitive. 


KNIGHT OF DIAMONDS 



N 


W 


-►E 


S 

(Level 1) 


THE BEASTS 

Weretiger 
Fuzz Ball 
Dink 

Lefestealer 

Troll 

No-See-Um 
Fluffy Thing 
Mottled Figure 
Were Amoebae 
Carriers 
Magic Armor 
Chiemeras 


96 




KNIGHT OF DIAMONDS 



N 

A 


w-*- 


-► E 


t 

S 


(Level 2) 

THE BEASTS 
Rhind Beetle 
Scorpion 
Nightstalker 
Evil Eyes 
Ogres 
Ogre Lords 
Gaunt Figure 
Magic Shield 
Gorgons 
Wyvems 
Lesser Demons 
Flame Rod 
Jeweled Amulet 
Amulet of Skill 
Dreamers Stone 



N 

A 


W -*■ 


-► E 


t 

S 


(Level 3) 

THE BEASTS 

Giant Vipers 
Murphy’s Ghost 
Bleepers 

OBJECTS: 

Broad Sword—Hrathnir 


97 














®0f>M |-f<X> -#>-0 1 


KNIGHT OF DIAMONDS 



SYMBOLS 


STAIRS DOWN 
STAIRS UP 
ONE WAY DOOR 
ONE WAY PASSAGE 


NO DOOR 
SPINNER 


TELEPORT FROM 


TELEPORT TO 




LEV 5 
LEV 3 


LOOKING EAST APPEARS 
ENDLESS (N.D.) 

CLOSING 

PANEL 


INVISIBLE DOORS 
SHOWN NORMAL 


99 




LABYRINTH OF CRETE 


Company: Adventure International 
Suggested Retail: $29.95 
Type: All-text adventure. 

Description: 

Two independently controlled characters, Jason and Hercules, represent your alter ego. Your mission: 
to recover the Golden Fleece. Doing so, you earn the respect of the inhabitants of Mount Olympus, who 
grant you access to that exclusive area. You’ll explore three different worlds, solve a plethora of puzzles, 
and encounter most of the gods, goddesses, and creatures of Greek mythology. You don’t have to know 
anything about mythology, nor will you learn anything about it from the game. 

Playability: 

The concept of interacting characters who can combine their talents to solve a given puzzle is an 
innovation in adventure games. Unfortunately, this game’s implementation falls short of its conceptual 
promise. You can solve the majority of puzzles simply by Giving or Dropping the right object at the right 
location; you can only use most objects in the world in which you find them. The game is long and not too 
difficult, but reasonably fun to play and has more puzzles than you can shake a stick at. 


100 



LABYRINTH OF CRETE 

Part 1 © © 


CM 

■e 



101 

















LABYRINTH OF CRETE 

Part 2 



102 




LABYRINTH OF CRETE 

Part 3 










































LEGACY OF LLYLGAMYM 


Company: Sir-Tech Software, Inc. 

Suggested Retail: $39.95 
Type: A Hi-Res fantasy. 

Description: 

Third in the Wizardry series, and another map-maker’s delight with six additional levels. Evil times 
have again befallen the kingdom and famed warriors, such as yourself, are called on to find the mystical 
orb hidden deep within a dragon’s mountain lair. The orb possesses the power to reveal the source of 
danger, and therein lies the hope of the world. The graphics look better than ever, and those of the 
introduction are nifty indeed. A few more puzzles appear in Llylgamyn than did before, mostly in the 
form of not-too-difficult riddles. 

Playability: 

You need the basic Wizardry disk in order to create characters, who must then undergo the Rite of 
Passage Ceremony. Then you can enjoy the fine graphics. If you’ve played prior games with a single 
alignment, you’ll need to change your thinking as both “good” and “evil” parties of characters are required 
for success. There’s still no way to save the game in the bowels of the dungeon. 


LEGACY OF LLYLGAMYN 



N 



S 


(Level 1) 

THE BEASTS: 
High Corsair 
Garian Raiders 
Giant Serpents 
Slimy Thing 
Garin Priests 
Anacondas 
Garian Captains 
Giant Slug 
Strange Plants 
Crawling Kelp 
Dusters 

Shadowy Figures 
Garian Mages 
Moat Monsters 
Large Snakes 
Unseen Entities 
Poltergeists 
Garian Guards 
Corsairs 


104 


LEGACY OF LLYLGAMYN 



N 

* 


W-* 


E 


t 

S 


(Level 2) 

GOOD ALIGNMENT 

THE BEASTS: 

Komodo Dragons 

Looters 

Pole 

Friars 

Dark Steed 

Were Vulture 

Men in Black 

Harpies 

Strangler Vines 

Men in Leather 

Goblins 

Hobgoblins 

Strange Animal 

Banshees 

Ashers 

Ninja 

Witch 

Women in Robes 
Men in Arms 
Vultures 
Strange Birds 
Shadowy Figures 
Mummies 
Gaunt Figures 
Ronin 

Men in Armor 


TRADE GOLD MEDALLION 
FOR HOLY WATER 



N 

A 


w^ 




t 

S 


(Level 3) 

EVIL ALIGNMENT 


THE BEASTS 
Ronin 
Dusters 
Ashers 

Bengal Tigers 

Mummies 

Leprechaun 

Were Vultures 

Witches 

Pixies 

Men at Arms 


105 



LEGACY OF LLYLGAMYN 



0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 


N 



S 


(Level 4) 

GOOD ALIGNMENT 
THE BEASTS 

Wights Were Tiger 

Ronin Bengal Tigers 

Necromancers Strange Animals 

Delf’s Minions Burglars 

Delf Giant Leech 

Friars Slimy Thing 

Master Ninja 

2-Headed Snakes 

Romodo Dragons 

Dark Steed 

Dark Rider 

Banshees 

Men at Arms 

Giant Ants 

Goblin Princes 

Dwarf Fighters 

Strangler Vines 

Goblins 

Hobgoblins 

Goblin Shamans 

Cockatrice 

Acolytes 



N 



S 


(Level 5) 

EVIL ALIGNMENT 

THE BEASTS 

Unicom 
Giant Leech 
Samuria 
Bengal Tigers 
Were Tigers 
Tien Lung 
Priests of Fung 
Komodo Dragons 
Fairies 
Wights 
Angels 
Vultures 
Giant Ants 
Strangler Vines 
Roc 

Unicom 
Seraph 
Crusaders 
Crusader Lords 
Dwarf Fighters 
Acolytes 


106 

















LEGACY OF LLYLGAMYN 



N 

4 


W - 


E 


S 


(Level 6) 


THE BEASTS 

Unicom 

Seraph 

Archangel 

Burglars 

Wights 

Ghasts 

Nifune 

Gnone Priests 

Anacondas 

2-Headed Snakes 

Hydra 

Giant Gorillas 
Doppelgangers 
L’Kbreth 
Men at Arms 
Dwarf Fighters 
Berserkers 
Elven Mages 
Xeno 


SYMBOLS 

XXX BEACH 
kA JJJ WATER’S EDGE 
\aaa\ BARRACKS 

ES3 FORTRESS/MOAT 


A ABDUL’S ETHEREAL TAXI 

SERVICE - 2500 GP ONEWAY (Level 3) 

A / ABDUL’S ETHEREAL TAXI 
A SERVICE—5000 G.P. (Level 5) 


0 

0 

0 


<> 

❖ 


-n- 



TELEPORT TO CASTLE 
STAIRS UP 
STAIRS DOWN 
- ONE WAY DOOR 

ONE WAY STAIR 

TELEPORT (OUT) 

TELEPORT (IN) 

INVISIBLE ONE WAY WALL 

ONE WAY STAIR- /VS, t 
CAN’T RETURN i ‘UsT 1 T 

TELEPORT TO LEVEL 1 
0 NORTH, 0 EAST STAIRS 
TO CASTLE 
ROCK 


ILLUSION 




MADVENTURE 


Company: Micro Lab 
Suggested Retail: $34.95 
Type: All-text adventure. 

Description: 

First, get fifteen treasures to the theater lobby and visit those locations that contribute points to the 
maximum of 400. Next, accomplish the above in less than 185 moves. This game contains the author’s 
choice of the best single puzzle in all adventuredom. 

Playability: 

Not recommended for beginning or intermediate puzzle-game players. Perhaps the most challenging 
set of puzzles yet combined into one program, it is some three times the size of typical Scott Adams 
puzzlers. The system will load a saved-game from a scratch disk. This is a super-tough, crisp game for the 
puzzle nut! 



108 



MADVENTURE 



109 


Small Low 
Junkyard Rocks-Katie 

was here 












MADVENTURE 

Maze 



no 


OUT 




MASK OF THE SUN 


Company: Ultrasoft 
Suggested Retail: $39.95 

Type: An animated Hi-Res adventure with color graphics and Hi-Res text. 

Description: 

You as Mac Steele must find the legendary Mask to cure your mysterious malady, held in check only by 
the pills which you must always carry. You spend much time on the road in a bouncing jeep, and even 
more time in a bouncing sort of walk through drab tunnels. You must hurdle a Real-time, semi-arcade like 
lava pit and correctly answer any one out of three riddles in order to get through two locations. 

Playability: 

The Mask of the Sun offers several challenges not found too often in adventures. By far the most 
difficult task is unraveling the mystery of the maze, actually two mazes separated by a room ready to fall 
in on your ears. An average adventure, with a higher than average degree of difficulty. 



Ill 


j 







































































































































































































































































































































































































































































MASK OF THE SUN 



Base of 
Temple 
Stairs 




Blocked 

Stairs 




^ ® 

Top of 



Temple 


Snake 


/ Side 1 


Near Base 
of 

Temple 


See Ruin 
in 

Jungle 


V© \ 


Very Long 
Road 

Continue? 


XOTZIL 

Stone 

Statue 

Head 


\ 

\ 

\ 

\ 

Side 2 N 


Branch in 


Stump 


Branch 

Road 


Man 


in Road 

Southwest 


Cough 


West East 

Northwest 


Medicine 


Northwest 







Prof. Perez 

In 


Raoul 

Plane 


Map 



Jeep 


113 







MISSION: ASTEROID 


Company: Sierra On-Line Systems 

Suggested Retail: $19.95 

Type: A Hi-Res adventure with color graphics. 

Description: 

Your mission: to destroy an approaching asteroid before it collides with the planet Earth. Yes, there’s a 
time limit. 

Playability: 

The elements of the puzzles prove easy to solve individually. In fact, this game is very easy right up to 
(almost) the very end. However, you have a fixed number of moves and a time limit of five minutes per 
move. Saving a game requires you to use a move. Mission. Asteroid is a winner: totally straightforward 
and solvable while presenting the challenge of completing it within the tough time constraint. 


MISSION: ASTEROID 

Continuation 



Airfield 


114 

























MISSION-.ASTEROID 



115 
















MISSION IMPOSSIBLE 


Company: Adventure International 
Suggested Retail: $39.95 

Type: Originally an all-text game, recently re-released in Hi-Res form. 

Description: 

You must stop the Saboteur from bombing the Nuclear Reactor. To complicate matters, you are a 
walking time-bomb, and the saboteur dies before you get very far. You must enter three differently 
colored rooms in a specific sequence. The ending can be a real blast. 

Playability: 

One of the easier games in the series, with not too difficult and quite straightforward puzzles. The game 
is sort of fun while it lasts, but it doesn’t last all that long. The two-word syntax has a limited but adequate 
vocabulary. The text is brief and to the point. The game offers a single, easily made or recalled 
saved-game. 



116 














































































































MISSION IMPOSSIBLE 




MUMMY’S CURSE 


Company: Highland Computer Service 

Suggested Retail: $30.00 

Type: Hi-Res adventure with color graphics. 

Description: 

Find the solid gold burial mask and return it to the starting point. Doing so involves finding and using 
three amulets, a little woodwork, and the waving of a scepter. 

Playability: 

The mummy and a few fixed traps pose little difficulty once you have mapped and understood the 
game. The game holds your interest easily, largely because of the excellent save-game implementation. 
The game has little in the way of plot, and the vocabulary is poor, but all in all it rates as an average 
adventure suitable for beginning to intermediate players. 



118 










MUMMY’S CURSE 

Right Side 



119 























To Oasis 



120 






MYSTERY FUN HOUSE 


Company: Adventure Internationa] 

Suggested Retail: $39.95 

Type: An all-text game, soon to be revised into a Hi-Res version. Price also includes Pyramid of Doom and 
Ghost Town. 

Description: 

Spies have hidden secret plans that you must retrieve from a carnival Fun House. Water Maidens, 
Shooting Galleries, Carousels, Weird Windows and a slew of locked doors await you. The puzzles, 
marked by a high degree of imagination, are devilishly clever. 

Playability: 

A lot of fun to play, challenging to unravel, difficult to bring to a successful conclusion—and my choice 
for the best of Scott Adams’ twelve original games. The two-word syntax has a limited but adequate 
vocabulary. The text is brief and to the point. The game provides a single, easily made or recalled 



121 






MYSTERY FUN HOUSE 


Catwalk 
Locked Door 


Red Knob 
Locked Door 


Ledge over a 
Pit 


Barrel Room 
Exit 


Pit 

(Valve-no handle) 
Locked Door 


Open Door 
Storage Shelves 


Staircase 


I Merry Go I 
Round I 


In Tank 
Drain Valve 
Mermaid 


Next to Large 
Tank-Window 
Mermaid 


Small Landing 
Gentle Greeze or 
Hard Blast (from red 
button on walk) 


Sloping 

Hallway 


A 

Windy Hall 




Small Room 
Fortune Telling 



Large Room 
Steam Calliope 
Blue Button 


Machine 
‘Out of Order’ 


Room with 
Low Ceiling 
Skeleton 
Knobs: Blue 
Yellow Green 

« r 

-C- 

Small Room 
"Space Opera 
Music” 


Windy Maze 
(four cells) 
Hall—Mirror=E 
Rm-Mirror=S,S,E 
Mirror—Rm= 
S t S,W,W 


Pull 


-1- 



Small Room 


Observ. Room 
Valve Handle 
no valve 
Locked Door 


B 

Mirror Room 
Hidden Door 


Shooting Gallery 
Gun/Window \ 
Clay Pigeons 


Ticket Booth 
Sign-Shoes Rqd. 
Close at Midnite 


Parking Lot 
Dead Tree Branch 
Rusty Grate 
(2 bolts) 


Large Room 
Clay Pigeons 


Remove Bolt 
Move Grate 



Sewer System 

In a 

Dark Hole 

Manhole 

Open Flood Door 


Welded Grate 


Hidden Lab 
Locked Door 


In a 

Long Tunnel 


122 





MYSTERY HOUSE 


Company: On Line Systems 
Suggested Retail: $24.95 
Type: Hi-Res adventure. 

Description: 

Based loosely on the Agatha Christie novel, The Ten Little Indians. You have the dual task of trying to 
find the treasure hidden somewhere in the house and deducing the identity of the baddy. Unfortunately, 
he keeps murdering the other suspects and even tries to kill you. 

Playability: 

Not a long game. The mansion has only two stories. The vocabulary is limited and uses only a standard 
two-word parser. The graphics of rooms and objects appear as black and white line drawings. You do get 
a save-game option, however. All in all, it’s a fun game for beginning and intermediate adventurers, and is 
noteworthy as the first of the Hi-Res adventures. 





123 









MYSTERY HOUSE 



124 




MYSTERY HOUSE 

Forest Maze 



125 




OLDORF’S REVENGE (WIZARD I) 


Company: Highland Computer Services 

Suggested Retail: $19.95 

Type: Black and white Hi-Res adventure. 

Description: 

You simply need to find the fourteen scattered treasures that lie about in the four linked, but otherwise 
independent, game segments. You must choose which of the seven types of characters you wish to 
become in order to solve specific puzzles. The management of each character’s limited “lives” makes up a 
large part of the challenge. The graphics are only average, but the text gets rather clever in places, 
especially at the end. 

Playability: 

A barely average adventure, but a good one for first time adventurers. It will serve the more expe¬ 
rienced player as a pleasant way to pass time. After reaching the second segment of the game, you may 
save it. The vocabulary is not very good; in fact, it’s very poor, but at least you don’t get killed off at every 
corner. 



) 

L & 

r? 

w 








OLDORF’S REVENGE 
(WIZARD I) 



127 











OLDORF’S REVENGE 

Part 2 



Window 

Overlooking 

Coffin 
























OLDORFS REVENGE 

Part 3 


Magic Mushrooms 


Opthalplebian 
Eye Sentry 




3ig Diamond 



(See Page 4) 


129 



OLDORFS REVENGE 

Part 4 



130 










OO-TOPOS 


Company: Sentient Software 
Suggested Retail: $32.95 

Type: All-text adventure of the futuristic variety. Like, way out! 

Description: 

Escape from an alien planet and return to Earth after reassembling the widely scattered parts of your 
spacecraft and finding the various treasures which were in the spacecraft at the time of your capture. The 
jungle maze, one of five in the game, is excellent. 

Playability: 

A high degree of disk interaction slows OO-Topos, already lengthy and somewhat difficult, largely 
because of its size and the number of discrete objects. Most likely, only experienced adventurers will have 
the patience to play it through. The vocabulary is limited, and the scoring a complete mystery. Still, 
overall, it’s an above average game, a challenging adventure with excellent scope and story line. 







132 







N, NW, S,E, 


•A 


1 West , 

1 End 7 

'4 



H 


POOL 4 
4 


133 






OO-TOPOS 

Part 2 


Platform of 
Leaves 
Sea to North 
Prison to East 


ol Bend in 
3 Path 


Thorned 
Bushes 
Hedge of 
Thorns 



In 

L 

Jungle 


A 10 

I 


Jungle 

Clearing 

1 

Huja 

1-- 

j 9 8 

10 in 

L 

Jungle 


8 In 
Dense 
Jungle 


Shifting 

Jungle 


7 In 
Dense 
Jungle 


4e/W Path 
Jungle on 
Both Sides 


6 E/W 
Path in 
Jungle 


ln 

Jungle I 5 


N/S Path 
Between 
Jungle and 
Prision 


East Tunnel 
By Jungle 


East of 
N/S Path 


Bubbling 

Pit 

Trash 



Southern 
End of 
Bubbling 
Pit 


Welcome 

Home 

Depository 


134 












Narrow 

Path 


3 


3 09 7 


Small 

Clearing 


Tricky E/W 
Path 


Overgrown 

Trail 


Crimson I 
Beach I 12 


Bend in 
Fused 
Tunnel 


Shifting 

Alien 

Vegetation 

5 


Crimson 

Beach 

9 


Knee Deep 
in Salty 
Seawater 

12 


Strange 

Bending 

Passage 


Shifting 

Alien 

Vegetation 


Crimson 
Beach 
Stripped 
6 Hull 


Knee Deep 
in Salty 
Seawater 


Fly Room 


Shifting 

Alien 

Vegetation 


Crimson 

Beach 

7 


Knee Deep 
in Salty 
Seawater 

fl 

12 


1 Fly 

I Room 


Viewscreen 

Room 


Inside 

Pyramid 


Top Step 
Pyramidal 
Shaped Steps 


TOP OF 
STAIRS 


2 

D F| y 

Room 

• 

Bottom 

of 

Pyramid 



\ ^ 

1 

Fly 

Room 


5 

Fly 

Room 


ns 

v © • \ 

6 

_F ,y 

Room 


Stairs to 

Wall of Steel 
Tugo-Tusta 

3 


Midway 

Down 


Near Top 
of Pit 


Edge of 
Pit 


To Middle 
of Staircase 


Bookcase 

Room 

Repair 

Manual 


JCT in E/W 
Corridor 
Cras 


Steel Door 
To Cold 
Room 


Cold Room 


135 





PALACE IN THUNDERLAND 


Company: Micro Lab 
Suggested Retail: $24.95 
Type: All-text adventure. 

Description: 

Palace in Thunderland, Micro Lab’s second adventure, follows the successful Madventure. You must 
find eight treasures and resolve several puzzles. The story follows an Alice in Wonderland theme, very 
much tongue-in-cheek, with lots of humor. Who knows, you may become the King! 

Playability: 

An excellent game. Humor, a reasonable vocabulary and one puzzle in particular that has several viable 
alternatives, but only one answer that will permit a perfect game. Beginners can handle Palace, but even 
more experienced adventurers will take a good weekend to get through it. 



136 





























PIRATE ADVENTURE 


Company: Adventure International 
Suggested Retail: $39.95 

Type: Originally an all-text game, recently re-released in Hi-Res form. 

Description: 

You must magically travel between a London flat and an island on your way to locating two treasures. It 
has a smooth storytelling style, and rooms are populated by such wacky characters as a talkative parrot, 
alligators, a mongoose that’s a failure in life, and a drunken pirate who is forever wandering off. 

Playability: 

A good game to cut the young adventurer’s teeth on; not too tough, and a lot of fun. The task of building 
a ship on the first island presents a good example of a well done interactive puzzle. The two-word syntax 
has a limited but adequate vocabulary. The text is brief and to the point. The game offers a single, easily 
made or recalled saved-game. 



138 



































































































































































































PLANETFALL 


Company: Infocom, Inc. 

Suggested Retail: $49.95 

Type: A science fiction all-text adventure. 

Description: 

After surviving an interstellar spaceship explosion, you find yourself on a strange planet, deserted 
except for a friendly robot named Floyd, who gives you his utmost devotion. The purpose of the game 
doesn’t become clear until well into it, when you come across the computer-within-the-computer. To 
succeed, you need to repair four subsystems, overcome hunger and disease, battle a huge microbe, avoid 
radiation poisoning, and cope with a room full of dangerous mutants. 

Playability: 

Perhaps not as “tight” as some other games that Infocom has done, but reasonably challenging 
nevertheless. What with the “standard” superlative parser and save-game capability, it’s a pleasure to 
play. You also get a few red-herring puzzles that are reasonably well developed, scads of objects to 
wonder about, and alternative endings that may make you wonder if you have achieved the optimum 
solution. 



140 










































































































141 



































PLANETFALL 

Part 2 



142 




PYRAMID OF DOOM 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text game, scheduled for revision into Hi-Res form. Price also includes Mystery Fun House 
and Ghost Town. 

Description: 

Thirteen treasures lie scattered in an unexplored Egyptian pyramid. Your task: to get in, stay alive, and 
haul all thirteen back to a particular location. The game features cobras, mummies, pharoahs, decapitated 
statues, a huge purple worm, and a multitude of objects. 

Playability: 

This game starts out simply enough, but gets very difficult in a few spots; one treasure, for example, 
occupies a logical spot where you cannot see it, while another is guarded by a stone-hearted Iron Pharoah. 
Have fun, and good luck with the purple worm. The two-word syntax has a limited but adequate 
vocabulary, and the text is brief and to the point. You also have a single easily made or recalled 
saved-game. 



143 



PYRAMID OF DOOM 



144 




QUEEN OF PHOBOS 


Company: Phoenix Software 
Suggested Retail: $34.95 

Type: A black and white science fiction Hi-Res adventure. 

Description: 

As the sole occupant of a small spaceship, you must board a derelict Martian spaceship and obtain the 
fabled golden mask of Kuh-Thu-Lu. You must find it and make good your escape before the four looters 
who are also on board decide to do you in. If you can piece together some of the early-on puzzles, you can 
do them in before they conclude that you have to go. The graphics are crisp and well detailed. 

Playability: 

A well implemented, nicely paced, fast acting adventure of average difficulty. Beginners will find it 
challenging and interesting, and more experienced players will find an enjoyable weekend in store. You 
must traverse a good-sized maze in order to get to the center of the spaceship, where the real action takes 
place and a scary bit of animation occurs. The vocabulary proves quite adequate for the game, and clear 
responses answer unknown words. 


145 




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East 


East 


North 


Starboard 


Engine Room 



147 











THE QUEST 


Company: Penguin Software 

Suggested Retail: $19.95 

Type: A Hi-Res adventure with color graphics. 

Description: 

This two-sided disk offers immense proportions, but little content. As the King’s advisor, you been 
ordered to rid the kingdom of a rampaging dragon. Gom, the King’s loyal but slow-witted champion, 
accompanies you on this mission, which will have you ranging among blazing deserts, dark tunnels, and 
near endless plains. 



Cave 



Playability: 

The graphics and text are rather insipid, 
except for the all too few glimpses of little 
Lisa. The vocabulary is terrible, and the 
“multiple-word” parser totally ignores any 
and all modifiers to verbs and nouns. A lot of 
seemingly unnecessary disk-swapping goes 
on, what with the saved-games going to a 
scratch disk and all. 



148 
































































































Border 

Station 

#3 


& 


Border 


Road 

Station 

— 

Branches 

#2 


S.E.W 



1 

Inside 


General 

Store 

— 

Store 

List 


to West 


E/W 

Dirt 

Road 


Inter¬ 

section 


Road 

Winds 

N-S 


Small 

Grove 

of 

Trees 


Few 

Scattered 

Trees 

toN. 



Thick 

Tree 


Road 

Swal- 


Tops 


lowed 
by Forest 


_ZL_ 


Trees Not 
As Dense 
to N.S. 


Forrest 
to East 



© 

1 

_L_ 

Manmade 

Pit 

Vine 


Shore 

of 

Lake 

Sign 

_LX 


Dense 

> 

Bottom 


Forest 


Cobras 




Swamp 


E T 


Snake 


Swamp 


Long 


Rutted 


Road 

Dusty 

__ 

Dirt 


Splits 

Road 


Road 


N,S,W 


EW Road 
Reflec¬ 
tion 

to West 


3-way 

Inter¬ 

section 

S,W,E 


Long 
Expanse 
of Road 


Border 

Station 

#4 

1 

Dirt 

Road 

Extends 

N-S 

I 

3-Way 

Inter¬ 

section 

1 

Dusty 

Road 

Bends 

NW 


High¬ 

waymen 

1 

Dirt 

Road 

Trees 

| 

Old 

Bridge 


Faint 
Rumble 
to NE 


THE QUEST 

Part 1 


To 

Desert 
Part 2 


Ed o? e 

Desert 


E-W 


Road 


Charred 


Forks 

Dirt 

Road 


Has 

T races 
of Soot 


Rem- 
mants of 
Village 


Lead 

N.S.W 


Road 

Stretches 

N-S 


Well 

Travelled 

Road 

znn . 

1 

Road 


Road 

Branches 


Bends 

N,S,E 


N-W 


Dirt 


Dusty 


Road 

Road 


Curves 

E-W 


0 _© 


Water¬ 

fall 


Base of 
Water 
fall 


To 

Dripping 
’ Wet 
Tunnel 


-fc- 


Mtn. 

Range 


Inter¬ 

section 


Deeply 

Rutted 

Road 


Road 
Stretches 
N-S 


Road 

|Continues| 
End¬ 
lessly 


Deep 

Impres¬ 

sions 


3-Way 

Inter¬ 

section 

N,W,E 


Road 

Winds 

Sign 


Skeleton 


<a 




Road 


Small 

Narrows 

_ 

Old 

Cave 


Man 


Outside 

Castle 


Provis- 

ioner 

List 


King 

Diana 

Gorn 


149 



























Desert 

Stretches 

All 

About 


Endless 

Desert 


Desert 

Sands 


Intense 

Sunlight 


Heat 

Almost 

Unbear¬ 

able 


Blister¬ 

ing 

Sun 


Shimmer¬ 

ing 

Desert 


THE QUEST 

Part 2 




Tunnel 

Continues 


Tunnel 

Ends 

Abruptly 



Cave in 


150 




















































































































































































151 





























































THE SANDS OF EGYPT 


Company: Datamost 
Suggested Retail: $29.95 

Type: A Hi-Res adventure with color graphics and animation. 

Description: 

You are a world famous archaeologist, now lost in the desert, near what you believe to be a hidden 
burial chamber. Thirst be damned! You have a reputation to uphold, so it’s on to the hoped-for treasure. 

Playability: 

Some nicely animated graphics and fast color fill. For the most part, however, the graphics are just 
average. An amusing internal (H)elp message comes in handy. The puzzles aren’t tough once you 
understand the sand maze, which is quite well done. You can make saved-game scenarios to the program 
disk and call them at any time. Kids may need help with the mapping. 




VOU ARE BY A 

POOL. 


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I1AGNIFIER 

SHOVEL 

n 

HOE 

5 

POOL 

PVRAniD 

CAHEL 

DRIES 

ROPE 

Lit IORCH 

IJELL? L 

FULL CANIEEN 



152 












































































































THE SANDS OF 
EGYPT 



53 




























SAVAGE ISLAND PART I 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text game, now being revised into a Hi-Res version. Price includes Savage Island, Part II and 
Golden Voyage. 

Description: 

You try in this game to obtain the password that permits you to enter Savage Island, Part II. To do so, 
you must survive a tropical hurricane and a sickly bear, find a mysterious looking pirate, cope with a 
Neanderthal Man, and push the right buttons. 

Playability: 

A toughie, meant for those who breezed through Mystery Fun House and casually solved Ghost Town. 
Unfortunately, the save game feature is (perhaps) disabled during the toughest sequence of this game, 
where your early demise is left in the hands of the computer’s randomizer. If not already familiar with the 
Scott Adams’ series, you should not start with this game. While some parts move easily and quickly, the 
difficulty lies in staying alive long enough to get to them. The two-word syntax has a limited but adequate 
vocabulary. The text is a bit more expansive than the others, but not by much. It has a single, easily made 
or recalled saved-game. 



SAVAGE ISLAND 

Parti 




155 


Ancient Cave 

Drawings On a Beach 

Stalactite (hinge) See Cave 

Hole in Roof 





SAVAGE ISLAND PART II 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text game, soon to be revised into Hi-Res form. Price includes Savage Island, Part I and 
Golden Voyage. 

Description: 

A toughie, full of a curious mix of prehistoric and space age entanglements. If you can get through the 
game, you get the code needed to decipher the secret message sheet that came with the game. Except for a 
few characters, the two Savage Islands have little in common and do not resemble each other. In the 
process of trying to solve this jewel you will encounter vacuums, force fields, atomic blocks, four consoles 
with levers, dials and buttons, and your old friends, the Neanderthal Man and the Pirate. 

Playability: 

This game starts out with a bang, so to speak, and that bang is most likely you! The game lives up to the 
first sign that you see, which says “Part I was a piece of cake compared to what you are about to go 
through.” It does ease up a bit after the first move puzzle. The two-word syntax has a limited but adequate 
vocabulary. The text is brief and to the point. The game permits a single easily made or recalled 
saved-game. 


156 



SAVAGE ISLAND 

Part II 



157 





















SECRET AGENT: 
MISSION ONE 


Company: Jor-And 
Suggested Retail: $32.95 

Type: Black and white Hi-Res adventure, the first in a series. 

Description: 

Your mission: to locate and deactivate a near-ultimate weapon and escape before the waiting bombers 
pound the island (and you) into dust. Many puzzles crop up between the beginning, where you’re in an 
airplane about to get shot down, and the end, where you reach the waiting helicopter and safety. The 
game includes a difficult maze and many straightforward puzzles. 

Playability: 

The graphics are neat and crisp, but the text, somewhat sparse. Although the plot won’t win any awards, 
it does hold your interest throughout the game, presenting several interesting twists along the way. The 
two-word syntax and limited vocabulary are unusually well-integrated into the game’s design. You get a 
single save-game position, written to or recalled from the disk any time the command cursor is available. 



158 









Office 

Picture 


© 

Cockpit 

Parachute 

Dead 

Pilot 

pC 

In 

Airplane 

(Start) 

zzz 

In 

Midair 



Hospital 

Room 


159 







SERPENT’S STAR 


Company: Ultrasoft 
Suggested Retail: $39.95 

Type: An animated Hi-Res adventure with color graphics and Hi-Res text. 

Description: 

The setting: Tibet. Your mission: find the last three scrolls which lead to the fabled Serpent’s Star gem 
and steal it. To accomplish this dastardly deed, you must visit two monasteries, buy and give away 
objects, initiate a few quick actions, dodge through an avalanche, answer five riddles, navigate the maze, 
and even solve a puzzle or two. 

Playability: 

Three of the five riddles are a basic test of Buddhist and Yogi tenets, and you only get one chance to 
answer each question correctly. You get no clues to the tougher puzzles. Serpent’s Star is a game that many 
have started but few have completed (before giving up in frustration). This book should help a lot! 



160 





























































































































































Total 

Darkness 


SERPENT’S STAR 

Part 2 



162 


Armor Rm. 

Monastery Plaque Shield V Silver Door 

Courtyard ' Helmet Statues 

Armor 































SHERWOOD FOREST 


Company: Phoenix Software 
Suggested Retail: $34.95 

Type: Hi-Res adventure with color graphics and animation. 

Description: 

As Robin Hood, it’s your wedding day. But several puzzles lie between the wedding and your shooting 
off to the Honeymoon Suite with the fair Maid Marion. You have lost your pretty green uniform, and your 
old friends don’t recognize you. Find that, get something to amuse your merry men, and you’ll be on your 
way. A bit of animation adds a nice touch. 

Playability: 

Extremely well implemented. Aimed at the beginning to intermediate adventurer, it moves quickly. 
Not too tough, but cleverly interactive puzzles have several amusing twists. The command parser 
supports more than two words, and the save-game feature is excellent. A very light-hearted and cheery 
game. Great for kids. 


IHSID6 HBDDIHG CHRPeL 


tXITS: U6ST 


SOUTH 6HD OP F0R6S 


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SHERWOOD FOREST 



164 






SOFTPORN ADVENTURE 


Company: On-Line Systems 
Suggested Retail: $29.95 
Type: An all-text adventure. 

Description: 

Your goal, bizarrely enough, is to find and seduce three women. The game also incorporates both 
blackjack and slot machine games—these broads are expensive! Descriptions are PG rated, while user 
input can be X-rated. 

Playability: 

A moderately difficult but quite challenging and solvable puzzle game good for would-be adventurers. 
You can save the game on a scratch disk, but you can’t recall it from within the game. Lots of tongue-in- 
cheek humor. 



165 




SOFT-PORN ADVENTURE 



166 


S5"*U « H WS H ■»— 

S,gn Machines (Bushes) 




SORCERER 


Company: Infocom, Inc. 

Suggested Retail: $49.95 

Type: An all-text adventure, a follow-up to The Enchanter. 

Description: 

Remember taking the role of neophyte wizard in The Enchanter ? Well, you’re back again, this time 
armed with seven spells at the outset. Seems that your mentor, the aged and wise Belboz, has gone off on a 
secret mission to rid the world of an evil force so sinister that he dare not reveal it to any in the Circle of 
Enchanters. You must find and rescue him, which you can accomplish only by doing in the evil force 
known as Jeearr. You’d better find the nine other spell scrolls or you won’t have a chance. 

Playability: 

A worthy successor, with the promise of a third. Interactive puzzles and reasonably jazzy text, though 
not as golden or expansive as some others from Infocom. The parser and save-game capability don’t get 
any better—they can’t. The difficulty factor is well chosen, not too tough for a novice (with lots of 
patience) and plenty challenging for the experienced dungeon trekker. 



167 











































SORCERER 



I Stagnant I 
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of 

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End "" 

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Chamber 

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Flume . .°. f 

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Death 


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^oonMa; 


168 














SORCERER MAZES 


















STARCROSS 


Company: Infocom, Inc. 

Suggested Retail: $39.95 

Type: An all-text science fiction adventure. 

Description: 

It’s long ago and far away when suddenly the strident alarm of your one-man spaceship awakens you, 
advising you of the presence of an uncharted mass in space. Naturally curious (if not, it would make a very 
short game), you rendezvous, effect an entrance, turn on some lights and encounter both living and dead 
remnants of preceding alien civilizations, advanced technology, religious superstition, and past tragedy. 
Hopefully, you will be accorded the salutation of Galactic Overlord. 

Playability: 

While less difficult than its predecessors in the series, the game contains a relatively hard sequence 
which involves obtaining one of the twelve differently colored control rods. Throughout, the true use of 
the Ray Gun, required to successfully complete the game, is neatly disguised. It’s almost a shame to waste 
the story line on kids who will simply enjoy the puzzles and ask a lot of embarrassing questions about the 
Periodic Tables, Newton’s Third Law, and Solar System basics. 












































































STRANGE ODYSSEY 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text game, scheduled for revision into Hi-Res form. This price also includes Voodoo Castle 
and The Count. 

Description: 

Stranded on an alien planet in a damaged spaceship, your only hope lies in finding objects needed to 
repair your ship, figuring out how to do it, obtaining the planet’s five treasures, and returning home. You 
cannot simply take all of the treasures—diamonds, especially, are tough to obtain. 

Playability: 

The puzzles are not too hard once you figure out how to get around among the locations of this game. 
Four of the five treasures you want you can get into the fold without too much trouble, but getting the fifth 
becomes a dog of a job and it might take a pretty cold day before you pry it loose. The two-word syntax 
has a limited but adequate vocabulary. The text is brief and to the point. The game offers a single easily 
made or recalled saved-game. 



172 




STRANGE ODYSSEY 






SUSPENDED 


Company: Infocom, Inc. 

Suggested Retail: $49.95 

Type: A science fiction all-text adventure. 

Description: 

It starts as just another day in the life of the central mentality of a planet—that’s you. Normally, three 
underground computers maintain stability and equilibrium in the weather, food growing and transporta¬ 
tion systems, but today just isn’t one of your better days. Seems like everything’s going wrong, so you must 
use your wits, manual override capabilities, and six independently controlled robots to right the wrongs. 
The robots will steal the show, each with his own unique capabilities. 

Playability: 

The puzzles are complex and very interactive, but few in number. Depending on how well you manage 
to repair things while minimizing the loss of life on the planet’s surface, the ending will grade you with 
interesting witticisms, or, if you flunk out, “talking mechanisms” will summarily replace you. As always, 
the Infocom parser, vocabulary, and save-game capability appear in fine form. 



174 




















SUSPENDED 



175 






TIME ZONE 


Company: Sierra On-Line Systems 
Suggested Retail: $99.95 

Type: A monster-sized Hi-Res adventure with color graphics. 

Description: 

In the course of your mission you use the Time Machine in your backyard to travel into the future to 
Neburon, deal appropriately with the evil Ramadu, and destroy his Ray Gun before it demolishes the 
Earth. You also need to return home safely to garner the title of Ultimate Adventurer. To achieve this rank 
requires traveling through twenty-four of thirty-nine accessible eras. Beware, this game is of humongous 
proportions, considering its six double-sided disks. The scope and size warrant the price. 

Playability: 

Time Zone is a map maker’s delight. The final product will fill a book! You encounter bunches of 
puzzles, but the majority prove more frustrating than tricky or difficult. Sorry, no help or hint option for 
this one. The command syntax allows two words only. Many ways of getting killed crop up, especially in 
areas useless to the solution! Be sure to save the game on entering each new land. 





































































































































































































































































































































































TIME ZONE 

Europe 400 MBC 


















TIME ZONE 

So. America/Inca City 
1000 AD 



178 
























TIME ZONE 

Europe/Paris 1700 AD 



179 






































West Side 


TIME ZONE 

P/O Paris 1700 AD 




180 























Gully 


Lost 


In Prairie 


Dry, Dusty 


In Prairie 


Traveling 

On Prairie 


Gully 


Prairie 



The Prairie 


U V U 0 U 


181 

















































Open Door _I Old Barn I_ Grazing Land 


TIME ZONE 

Australia 1700 AD 



183 


Meadow - Meadow - Lush Meadow - ^Meadow*" 










Backroom 

Kite 

Wood Trunk 
Skeleton Key 


TIME ZONE 

North America 1700Ad Philadelphia 



184 


Lost in _ Woods _ Among _ Lost in 

Woods Woods Woods 

































City 

Street 


City 

Street 



185 






















































TIME ZONE 

Asia 2082 AD Tokyo 























TIME ZONE 

North America 
Los Angeles 2084 AD 



187 




























188 
















































189 








TIME ZONE 

Australia 50BC 



190 























TIME ZONE 



191 


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TIME ZONE 

Australia 1000 AD 



192 

























193 


Green Forest I I Forest \—\ Forest I-1 Forest 

































Gladiator I_I upper I_I Upper 

Training - Level - Level 


TIME ZONE 

Europe/Rome 50 BC 




194 




































TIME ZONE 

Australia/Sydney 2082 AD 



195 






























TIME ZONE 

Asia 1700 AD St Petersburg 


eas 9M1 B 0 B8S aijieg 



196 









































































TIME ZONE 


Africa 1000 AD Congo 


Killed by 
Cannibals 



Quicksand 


£l 


Hot 

Jungle 




TIME ZONE 

Africa 1400AD Morocco 


Need Egg 
filled w/Water 



198 






































































Thames Thames Thames 


TIME ZONE 

Europe/London 
2084 AD 



200 


Ctty I_I City I_I City I_I City _I City I City | City 

Street I I Street I I Street I-1 Street h I Street I-1 Street I- I Street 
















































TIME ZONE 

Neburon Part I 
4082 AD 


To Disk 
6L Neburon 



202 







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203 












TIME ZONE 

Neburon Part II 
4082 AD 




204 






















TIME ZONE 

Neburon Part II 
4082 AD 




Ramadu’s 
Office Desk 
Ramadu 


205 

















TIME ZONE SEQUENCE 




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Needed in Neburon 














TRANSYLVANIA 


Company: Penguin Software 
Suggested Retail: $ 19.95 

Type: A Hi-Res adventure with color graphics. 

Description: 

You must find the enchanted Princess, Sabrina, break the spell that holds her, and return her safely to the 
King. If you do not accomplish this task before dawn, Sabrina gets it. The graphics are the strong point of 
this game, in which you deal with a neatly detailed Werewolf, a well-dressed Vampire, and several 
moderately interactive puzzles. 

Playability: 

A bit slow, but the graphics make it worth the wait. No gimmicks, mazes, animation, or anything fancy, 
but a well-balanced, tongue-in-cheek (although not particularly humorous) game. You save games to a 
scratch disk, but call them only on the boot cycle. Not too hard for the beginner and interesting enough for 
the more advanced player. 



207 












































































































































































































































































































































































TRANSYLVANIA 



208 




ULTIMA I 


Company: California Pacific Computer 
Suggested Retail: $39.95 

Type: A Hi-Res fantasy game with color graphics. 

Description: 

The game starts in the Medieval period, with daggers and leather shields, and progresses through the 
space age, with blasters and reflective suits. Your Ultima role-playing character evolves in experience and 
attributes through many levels, finally arriving at the “ultimate confrontation” after a trip through time. 
The game involves eight castles, eight monuments, some thirty-two cities and dungeons, and an eight by 
eight sector space setting in both Hi- and Lo-Res. 

Playability: 

The Ultima series ranks among the best of the role-playing games. The challenge lies in its sheer 
massiveness and evolutionary process more than in puzzles. The game can (and should) be saved 
frequently. However, you cannot cannot recall the game without shutting down your system. No regular 
solution exists and beating the evil Mondain is lots of work. You’ll find a lot of gold-saving and strategic 
tips elsewhere in this book. 



209 











THE LANDS OF ULTIMA I 



CASTLE 

White Dragon 
Shimano 

QUEST 

Grave of Lost Soul 
Balron 
Level 9 

REWARD 

Strength 
White Gem 
+9 Grabs 

MONUMENT 

Grave of Lost Soul 
East Sign Post 

GIFT 

Stamina 

Nothing 




CASTLE 

Barataria 

Rondorlin 

QUEST 

Pillar of Ozymides 
Carrion Creeper 
Level 6 

REWARD 

Strength 
Green Gem 

MONUMENT 

Pillar of Ozymides 
Pillar of Argonauts 

GIFT 

Wisdom 

Weapon 


Pillar 
of the 
Argonauts 



Dead 

Warriors 

Fight 


210 






2 4 


CASTLE 

Lord British 
Lost King 

QUEST 

Tower of Knowledge 
Gelatinous Cube 
Level 3,4 

REWARD 

Strength 
Red Gem 

MONUMENT 

Tower of Knowledge 
Pillars of Protection 

GIFT 

Intelligence 

Agility 


1 3 



CASTLE 

Olympus 
Black Dragon 

QUEST 

Find The Sign Post 
Kill a Lieche (Hevel 5) 

REWARD 

Strength 
Blue Gem 

MONUMENT 

Sign Post 
So. Sign Post 

GIFT 

Stamina 

Charisma 


THE LANDS OF ULTIMA I 




Slow 

Death 


211 



ULTIMA II 


Company: Sierra On-Line Systems 
Suggested Retail: $59.95 

Type: A Hi-Res fantasy with color graphics. A graphic tour-de-force. 

Description: 

It seems that we veterans of the earlier game were mistaken; when we finally killed Mondain, we didn’t 
find and deal with his apprentice, Minax. Now that she has come of age, she possesses even more power than 
her predecessor. So, too, does Ultima 11 compared to its classy predecessor! Ultima IV s three disk sides 
take you to several towers (upside down dungeons), villages, five time periods, and ten planets, in 
addition to the towns, castles, and dungeons that players of the original game will remember. You employ 
time portals, horses, ships, airplanes, and a rocket to get around. 

Playability: 

No specific solution exists here either, but check elsewhere for valuable tips and strategies. To achieve 
your goal takes many hours of searching, interrogations, and monster whomping. You really only need 
two objects to defeat Minax, but both require time, thought, and money. You can save the game at any 
point, but, as with the original, you have to go through a lengthy rebooting cycle to recall a game. 
Nevertheless, this game is a must. 



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212 






















































ULTIMA II 










ULTIMA II 








ULTIMA II 

TYPICAL TOWNS AND CASTLES 
























































ULTIMA III 


Company: Origin Systems, Inc. 

Suggested Retail: $54.95 

Type: A Hi-Res fantasy adventure. 

Description: 

Once upon a time, Mondain (Ultima I) and Minax (Ultima II) had a blessed event, named Exodus. Be he 
animal, vegetable, or mineral, he’s plenty tough, and not a very nice adversary, to say the least. Your task is 
to find him, or it, and rid the world of his presence. It ain’t easy. Doing so requires bunches of gold and 
then more bunches. Guess how you get the gold! Well, whomp millions of monsters, go dungeon 
slumming, kiss up to the King, commandeer a ship, and gain tons of experience. 

Playability: 

A goodly amount of hints, tips, and strategies in the back will materially aid you in achieving the 
ultimate goal, but no specific solution as such exists. Get gold, get strong, get marks, get cards, get Exodus! 
In this game, you have four characters rather than one, which adds interminably to the combat sequences, 
so necessary for success. The weak points of the predecessors remain while some of the neater points have 
disappeared, but this game retains interest and challenge. 


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ULYSSES AND THE GOLDEN FLEECE 


Company: Sierra On-Line Systems 

Suggested Retail: $32.95 

Type: A Hi-Res adventure with color graphics. 

Description: The King has asked that you find and return to him the fabled Golden Fleece, and even 
bankrolls your journey. Before you ride home to riches on Pegasus and become ordained a Level 2 
adventurer, you’ll have to contend with ocean storms, dragons, Neptune himself, cyclops, magic words, 
sirens, and a troop of skeletons bent on doing you dirt. 

Playability: 

Very well conceived, this game feels tight despite its size. It suffers from a poor vocabulary and lack of 
synonym recognition, making some already difficult puzzles even more so. A la Cranston Manor, it takes a 
lengthy reboot cycle if you get killed off, but you can call in a saved-game from the scratch disk as long as 
you remain alive. 




217 



































































































































































































































































































































































218 






















ULYSSES 

Part 2 



219 



























































TIME ZONE 



191 


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Asia 1700 AD St Petersburg 


eas 9M1 B 0 B8S aijieg 



196 









































































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218 






















ULYSSES 

Part 2 



219 




























































220 
























VOODOO CASTLE 


Company: Adventure International 
Suggested Retail: $39.95 

Type: An all-text adventure game, soon to be revised into Hi-Res form. Price also includes the Count and 
Strange Odyssey. 

Description: 

Yours is the not so simple task of removing a curse from the Count Cristo. The game takes place amid 
the rooms, hallways, and darkened dungeons of Voodoo Castle. You encounter a Kachina Doll, a Juju 
Man, a book for removing curses, and much more. 

Playability: 

Very well done and fast moving, with the best story line of the entire series. A few tricky spots, but 
eminently solvable. The two-word syntax has a limited but adequate vocabulary. The text is relatively 
expansive compared to the other games. It has a single easily made or recalled saved-game. 


221 



















WITNESS 


Company: Infocom, Inc. 

Suggested Retail: $49.95 

Type: An all-text detective mystery adventure. 

Description: 

In the Los Angeles of 1938, the wife of a noted millionaire businessman has committed suicide. You are 
the police detective assigned to investigate his concern over threats made on his life. There must have 
been something to them, for before your very eyes and in the midst of your investigation, he is shot to 
death. Whodunit—the Butler, the Daughter, or the wife’s lover—and precisely how? It soon becomes 
obvious that you cannot mount a good case against several of them. 

Playability: 

Don’t try to compare this one to Deadline. It’s much easier, almost too easy, as things quickly fall into 
place as soon as you examine certain key objects. Alternate endings exist, but only one is correct. 
Imaginative and reasonably interactive puzzles, but just too few of them. OK for neophytes, but not too 
much here for advanced adventurers. The parser and save-game capability, as always, are great but the 
vocabulary is a bit weak for an Infocom game. 






WIZARD AND THE PRINCESS 


Company: Sierra On-Line Systems 

Suggested Retail: $32.95 

Type: Hi-Res adventure with color graphics. 

Description: 

Here you find and return a Princess, bewitched by a wicked wizard and spirited away to his remote 
Castle. It’s tough to get started. You must pass a coiled snake, but scorpions cover most rocks you might 
kill it with. After that you face a desert, a wide canyon, a wooded beach area, two tropical islands, a 
rickety bridge, a thieving gnome, a pirate, a giant, a wandering merchant, a maze, and a magical castle. 

Playability: 

The second of the Hi-Res adventures. Despite its relative age, it’s still a winner. The game is disk 
intensive and slightly on the slow side, but straightforward and easy to play. Both kids and adults will find 
Wizard and the Princess very entertaining and challenging. 


225 












THE WIZARD & THE PRINCESS 
























THE WIZARD & THE PRINCESS 

Part 3 

































































WIZARDRY 


Company: Sir-Tech Software, Inc. 

Suggested Retail: $49.95 
Type: Hi-Res fantasy adventure. 

Description: 

The ultimate maze type of fantasy adventure game. Take six characters into the ten dungeon levels and 
seek your fame and fortune. You create each character out of five races, three alignments, and eight 
classes, and each has its own unique capabilities. The game provides nifty but repetitive graphics, and not 
much in the way of text. You have no puzzles as such, but must find a number of objects so you can 
proceed. As such. Wizardry requires complete exploration of each level. 

Playability: 

This game demands careful and detailed mapping and knowledge of your location at any time. No 
solution occurs as such, hence, no verbal solution is provided here. It’s difficult to get started with a set of 
characters that can survive for long, but once you get a reasonable set of spell capabilities, matters change 
for the better. This very long and involved game which unfortunately cannot be saved in the midst of a 
deep, dark dungeon. 





•• •• • J J**«®*rf*" 

A A . A A A A .. A A A A III I SI 


230 











® ©-n-M-f 


WIZARDRY 

(A) Regular Elevation ( 1 st Level) 


N 

4 


w- 


-*-E 


DOWN STAIRS 
UP STAIRS 
ONE WAY DOOR 
ONE WAY PASS. 


SPINNER 
N.D. NO DOOR 
TELEPORT 
FROM 


❖ 



WIZARDRY 

(B) Regular Elevation ( 2 nd Level) 


N 

•4 


E 


S 







WIZARDRY 

(C) Regular Elevation ( 3 rd Level) 
































WIZARDRY 

(D) Special Elevation (7th Level) 





























ZORKI 


Company: Infocom, Inc. 

Suggested Retail: $39.95 
Type: An all-text adventure. 

Description: 

Z ork I is simply the best selling adventure of all time. You start near a deserted house, over a huge and 
wondrous underground cavern. Nineteen treasures await discovery, but they are well-hidden by the 
expansive and novel-like text descriptions of the dam, coal mine, lake, chapel, and even the Gates of Hell. 
Along the way, you will meet and must deal with the likes of a testy Troll, an audacious Thief, and a 
hungry Cyclops. 

Playability: 

Very interactive and challenging puzzles. A superb word parser which anticipates just about any 
response supports the multiple word parser. The save-game capability, usable at any time, supports two 
drives. Originally written on a mainframe, Z ork I faithfully represents the first third of that game. When 
you tackle this one, you are in for a lot of fun. 



236 




































































Rainbow 
































ZORKI 



238 


u Q Treasure _ Lobby 

Maze 9 Room Reservoir Matches 

_ __ TourBk 








239 


Hades 








ZORKII 


Company: Infocom, Inc. 
Suggested Retail: $39.95 
Type: An all-text adventure. 


West 

Viewing 

Room 


East 

Viewing 

Room 


Depository 

Cube 

Paper 


West 

Teller’s 

Room 


Chairman’s 

Office 


East 

Tellers 

Room 


Floating 

Out 

White Hse 


Bank 

-——' 

Fresco 

ciHianv/c 


Room 


Dragon’s 

Lair 

Chest 

Princess 


Dragon 

Room 


Wide 
Ledge 
200' Up 


Stone 

Bridge 


Dusty Rm 
Rusty Box 
w/Hole 


By 

Viewing 

Ledge 


Volcano 

Core 


Volcano 

View 


On A 
Narrow 
Ledge 


By A 
Narrow 
Ledge 


Library 
4 Books 


100' Up 
Volcano 
Core 


Cobwebby 

Corridor 



In Balloon 

Volcano 
— Bottom 
Balloon 

Guarded 

Room 

Lizard 

(“) 

© 

Aquarium 
Room 
Baby Sea 
Serpent 

Wizard’s 

— Workroom — 
Triangle 

Wizard’s 
- Work¬ 
shop 

© 

Wizard’s 

Pentagram 

T rophy 

Quarters 

Room 

Room 


Demon 

Case-Owl 


240 








Description: 

You start where Z ork I left off. Another 400 points and ten more treasures will test your imaginative and 
logical abilities to the limit. You’ll encounter a dragon, a unicorn, a princess, a baby sea monster, a huge 
dog, and a powerful demon. On top of this, the senile master of the domain, the ■ . 

Wizard of Frobozz almost endlessly torments you. You contend with lots of ob- inside 

jects, a riddle, and a hot-air balloon from which you may even catch a glimpse Barrow 

of the deserted white house where all this started. 

Playability: Narrow 

Some new material has been integrated into the mainframe version, and it Tunnel 

fits like a glove. You face several especially hard nuts to crack, like I 

understanding what’s going on in the Oddly Angles Rooms. Things really start I 

picking up once you figure out how to deal with the curious dragon. The Bridge 

ending is quite neat; you may achieve your 400 points—but maybe, just 
maybe, yet another puzzle lies ahead of you. 


Narrow 

Tunnel 


Foot 

Bridge 


Dreary 

Room 


Great 

Cavern 


Tiny Room 


Shallow 

Ford 



Topiary 

Hedge- 

Creatures 



Tea Room 


(hole) 


Pool Rm 
Pond 


Menhir 

Room 

Rock 


Circular 
Room 
Lg. Bucket 


Kennel 


Oddly 

Angled 

(Dimly) 


Cerberus 

Crypt 

Room - 

Anteroom 

Dog 

1 J / 

Feel Free 

i 


Flickering 

Serenely 


Glowing 

Brightly 


Dimly 

Glowing 



Glowing 

i 




Landing 

Room 


241 


















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242 


Inside Hallway 

Mirror Guardians 












ZORK III 

Room In A Puzzle 


(Push a sandstone block with a 
ladder on it back under the 
starting point to climb out) 



244 






SOLUTIONS 



246 




ADVENTURE—THE COLOSSAL CAVE 


1. Enter Building. Get Keys and Lamp. The Lamp appears here should you have to be reincarnated. 

2. Unlock Gate (With Key). Get Cage. 

3. Try the Magic Word, XYZZY. Try it again. Get Rod. 

4. Drop Rod. Catch Bird. Get Rod. 

5. Wave Rod. Drop Rod. Go Get Diamonds and Gold. 

6. Release Bird. Drop Cage. Grab Coins and Silver. Note: Dwarves are lousy shots, but sometimes, unfortunately, 
they can get lucky. Carry the Axe, as you may encounter up to five of these critters. 

7. Try the Magic Word PLUGH also. Drop Silver, Gold Nugget, Diamonds, Jewelry, and Coins. If you haven't 
already, you will soon encounter a thieving Pirate. Not to worry, he's got to rob you at least once if you're to win 
all the marbles. 

8. Carrying Food, Axe, Bottle of Water, Key (all for later) and Lantern, visit the Software Den (Microsoft Version 
only). Don't mess with anything—Software types are a weird lot. Get Magic Word LWPI. Works only from 
here. 

9. Water Plant twice. Get Water for the second pass at the Waterfall. 

10. Attack Dragon. Yes. Get Rug. 

11. Get Oil (in now empty Bottle). Climb the Plant. 

12. Oil Door. Open Door. Drop Bottle. While here and while carrying Golden Eggs, enter FEE, FIE, FOE, FOO, 
one word at a time. Check your inventory. Go back to where you first found the Eggs. 

13. Throw Eggs (to Troll). Cross Bridge before the FEE, FIE, whatever. 

14. Feed Bear. Unlock Chain (With Key). Get Golden Chain. Drop Key. Get Bear. Don't forget the Rare Spices. At 
Volcano View, read and remember the words of fire. 

15. Release Bear. Don't try crossing the Bridge with him on the Chain. 

16. Open Oyster (With Trident). Pearl will roll down into the Cul-De-Sac. 

17. Insert Coin to get a replacement battery for your Lamp, if necessary. Coins are a treasure, however, and you 
won't get them back, so try beating the game with the original batteries only. 

18. Never Drop Vase unless you have already dropped the Pillow. 

19. Drop everything in order to enter. Get Emerald. 

20. Say PLOVER. Get Pyramid. PLOVER, PLUGH and Pi-tooie! 

21. You must traverse the maze to get Pirate's Treasure Chest, which doesn't appear until he's robbed you. Return 
via the Pit and XYZZY. Drop all treasures in the House. 

22. Drop Magazine in Witt's End for a point. Get out by entering all different direction except North. It may take a 
while. Slog around in various and distant locations until a Voice announces that the Cave is now closed. At this 
point you are teleported to the two-room Master's Game. 

23. Get Black Rod (with the Rusty Marks, not the Star). Drop Rod in the Northeast room. Retreat to the Southwest 
room. Type Blast. Alternate endings are possible, but will not yield sufficient points to earn you the rank of 
Adventure Grandmaster. 


247 



Treasure List 


What 

Golden Eggs 

Trident 

Pearl 

Pirate's Chest 
Platinum Pyramid 
Emerald 

Ming Vase (and Pillow) 

Rare Spices 

Persian Rug 

Golden Chain 

Diamonds 

Jewelry 

Gold Nugget 

Silver Bars 

Coins 


Where 

Giant Room 
Magnificant Canyon 
Clam Room 
Pirate's Maze 
Dark Room 
Plover Room 
Oriental Room 
Chamber of Boulders 
Dragon's Den 
Bear's Chamber 
West Side of Fissure 
South Side Chamber 
Gold Room 
North-South Passage 
West Side Chamber 


ADVENTURELAND 

1. Let sleeping Dragons lie, until much later. (Never go near him with any mud.) 

2. In Quicksand take only the Axe. Get Ox. Say Bunyon. Swim South.Go to Paul's Place. En route, get Flint and 
Steel. 

3. Climb Tree. Get Key. Read Web. Chop Tree. May need Mud for Chigger bites. Go Stump. Start dumping 
treasures. Rub Lamp (Twice only) for two more. With the Rubies directly below, there should now be five. 
Take Bottle. 

4. Unlock Door. Drop Keys. Go Hallway. Light Lamp with Flint and Steel. If Lamp dies, fill with Oily Slime. 

5. In Maze, Get Rug and Net. With Rug, get out by Say Away (twice) to transport back to the Meadow. 

6. At Lake with filled Bottle and Net, Catch Fish. (Fish die without Bottle.) 

7. Get Wine Bladder. Fill Bladder (with Swamp Gas). In Royal Chamber, Drop Bladder. Burn Bladder. 

8. Scream (at Bear). Jump Ledge. Get Crown, Mirror and Bricks. Don't throw Axe at Bear or waste Honey on him. 
Drop Mirror on Rug only (get clues). 

9. Dam Lava with Bricks. Pour Water. Get Firestone. 

10. In Beehive, with Rug, Mud, and empty Bottle, Catch Bees. Take Honey. Drop Mud. Go Meadow. Release 
Bees. Get Dragon Eggs. (Can make it 502! of the time before Bees die, but using Rug and Say Away is easier.) 
After dropping all thirteen treasures, say Score. The treasure summary: 


Blue Ox 
Jeweled Fruit 
Rubies 

Golden Crown 
Dragon Eggs 


Golden Fish 
Diamond Ring 
Rug 

Royal Honey 


Golden Net 
Bracelet 
Magic Mirror 
Firestone 


248 




ADVENTURE IN TIME 


1. Move Picture. Get Robot. Look Robot. Push Stud (will occasionally provide a significant clue). Get Syringe 
(with Cloth from Lab, or prints are destroyed). 

2. Put Syringe (on Microscope Stage). Drop Cloth. 

3. Input Nostradamus. Input Hunter. 

4. Say Hunter. 

5a. Insert Brown Card. Insert Blue Card. Pull Lever. Go to Year -5000. Leave Manual here. 

5b. Insert Green Card. Pull Lever. Go to Year 1001. 

5c. Insert Yellow Card. Pull Lever. Go to Year -0030. 

5d. Insert Red Card. Pull Lever. Go to Year 10 Million B.C. 

6. Need Translator only. Move Altar. Get Green Card. Collect all objects and head for ship. 

7. Need Laser and Flute. Play Flute. Get Snake. Fire Laser (F) to see where you can go. Get Bow and Yellow Card. 

8. Need Snake and Bow. After getting Charm, Drop Snake. Get Violin. 

9. Rub Notepad (with Pencil). Get Clue. 

10. Plant Seeds. Get Plants. 

11. Need Robot, Plants, Potion, Bow and Violin. Pour Potion (on Plants). Drop Plants. Climb Dinosaur. Open 
Compartment. Play Violin. Get Microfilm. 

12. Read Microfilm. Input L99AV. Read T1 in Control Room. Input 2396. 

13. Get Hammer. Kill Nostradamus. You’ve saved the world! 


249 



THE BLADE OF BLACKPOOLE 

1. In Small Room off Tavern, Buy Honey, Rope, and Lamp. Don't buy the Knife or Staff. Buy Ale. Don't drink it. 
Drop Remaining Gold, nineteen pieces, in front of Tavern. 

2. In Quicksand, Swim East then North. Take Potion. Catch Bees (need Honey). On way out, leave Hammer and 
Rock (never needed). 

3. Give Bees to Carnivorous Plant. Won't ever bother you now. On way North, leave Battle Axe (not needed). 
Drop Honey where Trail Turns North (for later). 

4. At Small Pond, Put Potion (on Boat). Take Boat. Go back and Take Shield. 

5. Fall in Pit (without a lit Lantern). Throw and Climb Rope to get out. Take Rope again. 

6. Light Lamp from Torch. Leave all but Lamp at the Birdsnest. Go back South again. Note that the Lamp will go 
out if it's ever dropped; it may be tough to get back to the Torch! 

7. Take Amulet (where, with unlit Lamp, the Pit was). Give Amulet to Recluse. Take Book. Return to Birdsnest. 

8. Carrying Lamp, Boat, Ale, Rope, Book and Shield, Sing. Stand on Pad. 

9. At Cliff, Tie Rope. Down. Take Rope. Put Boat in Water. (Don't leave Ropes tied to Cliff tops and go away; 
they fall down!) 

10. Use Rope to Climb Cliff. Take Rope. Take Tuning Fork. Return to Boat. Leave Rope at base of cliff. Paddle 
North. Note: If you later elect to attack Idol, Rope would be needed, so behave yourself! 

11. At the Monster, Pour Ale in Water. 

12. At Altar, Say SOLOCIN to Idol. Put Book on Altar. Take Key. 

13. At Cave, Hit Boulder with Fork. Drop Fork. 

14. With Helmet, Unlock Door (with Key). Drop Key. Take Bow and Scroll out of the Maze. (From Plaque, South, 
North. Take Scroll. North, East. Take Bow. East, East, East.) 

15. At Very Dark Spot in Water, Down (need Helmet, or else). 

16. At Lizard, Say MAHDEN. Take Arrow. Shoot Lizard (with Bow and Arrow). Take Sword. Return to Cave. 
(REGNILO causes all objects to be lost.) 

17. At Altar, Put Sword on Altar. Say MYRAGLYM. Get Zapped to the Amulet/Pit location. 

18. Head toward Tavern. Take Honey. When warned about hunger, Eat Honey. Should now have 430 points. 

19. Enter Tavern with Sword, Moneybelt (nineteen pieces of gold=19 points), for a score of 499. For the last point, 
try going in with object taken in Step 12. 



250 



CASTLE OF DARKNESS 


1. Dig North. 

2. Kill Ore. Examine North. Get Charm. 

3. Look Crack. Get and Read Parchment for clue. 

4. Examine East. 

5. Examine West. 

6. Knock Chest. Get Bar and Ring. 

7. Use Bar. Get Key. 

8. Kill. Unlock South. Use Key. Don’t mess with Troll in Tower. 

9. Examine Shoes. Get and Read Coin for clue. So Say It! 

10. Whistle. Get Medal. Read Medal for clue. 

11. Look Dartboard. Get Arrows (three). 

12. Say Vanish. Look Cage. Pull Rope. 

13. Examine North. Examine and Go Down also. 

14. Examine West. Rub Lamp for clue. 

15. Use Umbrella. 

16. Get Gloves. Use Umbrella. 

17. Shake Gloves. Get Vial. Use Vial. 

18. Kill. Examine East. 

19. Examine Down. 

20. Examine North. 

21. Enter Maze. From first room in the maze, go N.S.E.D. Get String. Make Bow (need Pole). Return by West, 
Down, North. 

22. Use Bow (three times). Don’t Carry Ring. 

23. Use Material. Open North. 

24. Say Grimnacht. Use Medal to open door. Open Envelope. Get Pill. 

25. Eat Pill. Kill. Get Princess. Break Ball. You should earn 200 out of 200 points if you picked up the treasures along 
the way. 




CHAMBERS OF XENOBIA 


[ 

\ 



1. Examine Formation. Get Key. 

2. Open Door (with Key). Get Vial. 

3. Throw Vial. Get Platinum. 

4. Examine Clock. Set Clock. 12. Get Huge Emerald. 

5. Say Cowabunga. 

6. Drink Potion. Open Gate. 

7. Examine (Dead) Ogre. Get Rubies. 


Treasure Values 


Onyx Statue 

10 

Brass Carving 

10 

Gold Doubloons 

15 

Gold Bar 

15 

Sapphire 

15 

Gold Necklace 

15 

Bunch of Emeralds 

15 

Platinum Ring 

15 

Diamond 

15 

Rubies 

15 

Huge Emerald 

20 

Platinum 

30 

Total 

190 


252 




1 . 


THE COUNT 



Day 1. En route to Dungeon, enter and raise the Dumb waiter. Go Room and Get Matches and Garlic. In 
Dungeon, Tie Sheet. To Ring. Climb Sheet. Light Match. Get Torch. Climb and Untie Sheet. After hearing bell 
ring, go Outside of Castle and get Clip on the Note. Drop the note.(In this game, specific tasks must be done in 
each of three days and two nights.) 


2. Day 1. Pick Lock in Workroom. Get Vial. Drop Wooden Stake. Lock Closet. Leave Clip outside. Take Mallet 
along. (Items left locked in Closet won’t be stolen.) 

3. Night 1. Eat Pill. Go Oven. Get File. (There are sixty-five moves/day, thirty-eight moves/pill; the Bell rings 
twenty-five moves before sundown.) 


4. Day 2. With File, Mallet and Sheet, Tie Sheet to Bed. Open Window. Throw Sheet out Window. (Don’t climb 
on the Sheet with a lit Torch!) Move and drop Portrait. Leave Mallet and File in Crypt. 


5. Day 2. Await Package delivery Outside Castle. Take one cigarette. Lock up balance in th$ Closet. 

6. Night 2. Eat Pill. Go back to Crypt. May have to negotiate the climb in the dark. Climb Sheet. Go Box. Go 
Window. Light Torch. Smoke Cigarette. Open and Go Coffin. File Locking Bolt with File. 

7. Day 3. In Crypt, with Stake and Cigarettes. Drive Stake. 


253 



THE COVETED MIRROR 


1. Move Bed. 

2. Get a piece of the mirror. 

3. Open Cupboard. Take Vase. West to return to Magician's Room. Should you lose everything to Voar, this is 
where it will all be found. 

4. Wait. Give Necklace to Boris. The vertical bar next to the hour glass represents the time you've got until you get 
yanked back. The Necklace, Broom, Ax and Cookie each will allow some extra time. The Telescope, Picture 
and Jug will allow even more. 

5. Open Window. East. 

6. The Ax will buy a little time from Boris. 

7. Take Ball. Mermaid. Take Ball. 

8. Take Telescope. Orion. Scorpio. Gemini. Take Telescope. Its only use is to buy time, but you can see some nice 
things through it. 

9. Drop Ball. Get Clue about the Vase. 

10. Use Lockpick. Open Stocks. Go South or West and Joust. Later in the game you'll need to have done this. 

11. Move Barrel. Go Barrel. East to Cell, or West to Magician's Room. Buy some time from Boris. Move Bed, West, 
Go Barrel to get back to Town. 

12. Take Candlestick (need to have Thief with you). No, you can't read the Abbot's book—yet. 

13. Give Candlestick. Get Bellows and Candle. Next time in Magician's Room, Light Candle, Open Cupboard, 
East. Take Ring and read the clue. 

14. Give Bellows. Get Shovel. 

15. Use Shovel. Get Bones. 

16. Take Picture. Bear. Take Picture. Its only use is for ol' Boris, but it's relatively potent. Take Grain from next 
door. 

17. Move Glasses. Get Color Spell. Take the Ladder on the way out. The Bird and Nest are window dressing. Go 
North and do the Fishing bit, as it is needed for you to read the Abbot's book. 

18. Give Grain. Open Door. North. Open Door. Get Rope. 

19. Get Shadow (need Vase). 

20. Drop Ladder. Up. 

21. Drop Rope. Up. Give Bones. Give Vase. Get Invisibility Spell. Watch the time remaining in your hour glass. 

22. After catching fourteen fish, read the Abbot's Book. When you next visit the Chapel, you'll get another piece of 
the mirror. 

23. Use Invisibility. Clean out the Castle (i.e., Fish, Moose, and Broom). 

24. Wait. Talk to the Jester (must be visible). Give Horseshoe. The next time back in the Cell, you’ll get another 
piece of the mirror. 

25. Use Lockpick. Open Door. North. Use Color Spell. Get another piece of the Mirror. 

26. Give Fish. Get Coat. 


254 




27. Give Moose. Get Cookie. Another time buyer. 

28. After you have all four pieces, you may enter the Tavern without losing any of your inventory. Jon’s there, so 
Talk. Flip the disk and learn sign language. 

29. If you know sign language, Talk. If Old Man isn’t there, Wait. The way to the North is now open. 

30. Drop everything except the Coat. North. 

31. Wait until the correctly shaped mirror piece comes along. It’s the one that looks like a simplistic paper boat. 

Take it and watch the finale. 


255 



CRANSTON MANOR 


1. With Lantern and Crowbar from Town, Pry Gate (on West side of the Manor). 

2. With Cheese (from Kitchen) and Cage (from Atrium), Drop Cheese. Catch Mouse. Get Cheese. You can now 
deal with the Suit of Armor, on a room-by-room basis, by Drop Mouse. 

3. Hit the Kitchen. When you were here the first time, the text said there is a Pot on the Stove. Subsequently, the 
word Pot isn’t repeated, but its a key item. 

4. Use Coin. Get ID Card. Move away from the Toy Soldier as you can’t handle him, yet. 

5. Get Water (with Pot). 

6. Use Card. 

7. Throw Water. Disabling Computer permanently deals with both the Toy Soldier and the Suit of Armor. 
Balance of game is largely a matter of collecting the sixteen treasures and dropping them at the Front Gate. 
(Don’t forget the Sphere.) 

8. East. (Debris moves out of your way.) Get Jade Buddha. 

9. Lantern Off. East. Lantern On. East. Get Nugget. 

10. Drop Nugget. Lift Up. (Goes to second floor.) Get Water at Pool again and clear out the other Basement 
treasures (Gold Eggs, Gold Bars and Sapphire). 

11. Prime Pump (need Water). Push Button. Get Bottle (of Diamonds). 

12. Open Drawer. Get Key. 

13. EMASES. Get Gold Spyglass. 

14. Unlock Door. Use Key. Climb Rope. Swing Rope. Get Bills. 

15. Play Organ. North. 

16. Pull Torch. Get Nugget. 

17. Open Dresser. Get Necklace. Jump (off Balcony). Down. 

18. With Screwdriver (from Shed) and Liferaft, Inflate Raft. North. Use Screwdriver. Get Emeralds. Drop 
treasures at Front Gate and be declared a Level 3 Adventurer. 


Object List 


1. Crowbar (Town) 

2. Lantern (Town) 

3. Key (Smoking Room) 

4. Gold Coin (Garage Attic) 

5. Dagger (Secret Room) 

6. Screwdriver (Shed) 


7. Pot (Kitchen) 

8. Cage (Atrium) 

9. Cheese (Kitchen) 

10. Mouse (Mouse Room) 

11. Subway ID Card (Subway) 

12. Inflatable Boat (Playroom) 


256 






Treasure List 


1. Jewelry (Gazebo) 

2. Candlestick (Dining Room) 

3. Crystal Triangle (Secret Room) 

4. Teapot (Sitting Room) 

5. Sapphire Pendant (Intersection) 

6. Pearl Ring (Master Bedroom) 

7. Necklace (Bridal Suite) 

8. $50 Bills (Above Closet) 


9. Emeralds (Piranha Pool) 

10. Gold Bars (Sloping Corridor) 

11. Platinum Sphere (Computer Room) 

12. Gold Spyglass (Lookout) 

13. Golden Eggs (Large Chamber) 

14. Gold Nugget (Lift Chamber) 

15. Jade Buddha (Basement) 

16. Bottle of Diamonds (Cistern) 


257 




CREATURE VENTURE 


1. Climb Tree. Get Key—see a Knife. 

2. Say Sesame (check the Mailbox). Get Batteries. Go Door. Get Knife. 

3. Go Crack. 

4. Unlock, Open and Go Door (need Key). 

5. Look Table. Get Glasses. Look Picture to see where to dig. 

6. Look Stairs. Get Flashlight. 

7. Say Beelzebub to open door to Maze. From the Library, go N.W.N.E.N. Kill Bazoo (need Knife). Get Shovel. 
Return to Library by S.W.S.E.S. 

8. Drop Shovel. Elf will throw it out. Go Crack. North. Say Boo. Get Magic Lamp. Drop Shovel. Go Crack. 

9. Go Mirror (need Flashlight and Batteries). 

10. Look Pillars. Get clue. (Indian Partner.) 

11. Rub Lamp. Get Wand. 

12. Say Tonto. Get Bottle of Water. 

13. Water Tree. Climb Tree. 

14. Rub Lamp. Clobber Kybor. Punch Boogieman. Get Cage. 

15. Get Fireflies (need Bottle). Wave Wand. Fireflies permit Flashlight to be dropped; besides it's almost burned 
out. 

16. Drop Wand. Get Bat (need Cage). Don’t get Bat before the Fireflies as Bat will eat them. 

17. Rub Stump. Drop Flashlight if you haven’t already done so. 

18. Release Bat to clobber Snake. 

19. Drop Lamp (Lucifer goes blooey). Get most of the treasure. Move on to the Master’s Game. Check your 
inventory; this is a completely different game and is a good excercise in move planning and inventory 
management. 

20. Say Shazam. 

21. Cut Tree. Get Rubber. 

22. Get Pick. Drop Gum. Get Cake on way back. 

23. Drop Knife. Go back and Get Ring. Forget the Cup. 

24. Eat Cake. 

25. Dig. Drop Pick. Go North and Get Rug and Pencil. To save moves, Fly (need Rug). Fly again. 

26. Rub Box. Kiss Snakes. 

27. Draw (need Pencil). Drop Pencil. Get Key. Fly. 

28. Rub Ring. 

29. Unlock Door (with Key). 

30. Tickle Squid. Get rest of Treasure and zap back to the starting point. 


258 




CRIME STOPPER 


1. 2nd Ave. & 90th St.: Open Drawer and load up. Answer Telephone and Read Telegram. Turn on TV. Change 
Channel. Go up on Roof for the Hanky, but don’t expect it to be of any use. 

2. 2nd Ave. & 90th St.: In Secretary’s Office, Move Picture. Get combination L36-R26-L26. 

3. 2nd Ave. & 90th St.: Buy a Newspaper for more information. Be ready with the ESCAPE key to stop scrolling. 

4. 2nd Ave. & 50th St.: At the Sizemore Building, Tell Guard, A1 Clubs. 

5. 2nd Ave. & 50th St.: The Subway Platform is a good storage location. For now, Take Money, Bank Card, 
Cigarette, and Lighter. 

6. 6th Ave. & 8th St.: A convenient place to get enough money for carfare and bribes. Insert card. 10-28-81. 
Cannot carry more than $99. Don’t forget Bankcard. 

7. 2nd Ave. & 8th St.: Room 209 is at end of hall. Wait for telephone call. Read Receipt. 

8. 10th Ave. & 21st St.: Bribe the man in Skid Row doorway (three times at $5 per). 

9. West & 8th St.: In Warehouse, Look until you get clubbed. Waking up in Freezer, Stand on Desk. Light Lighter. 
Light Cigarette. Get Stub. No hurry—twenty moves available before freezing. Drop Cigarette and Lighter. 

10. 6th Ave. & 90th St.: In Theatre, get Invitation by the drugged Beau. The hypo is useless. 

11. 10th Ave. & 90th St.: In Apartment, Turn Dial (Left or Right). Be ready with the Space bar. Don’t ask why, as it 
has no known bearing on the game. Stop just before each number (L36-R26-L26) and creep up on it. 

12. 2nd Ave. & 90th St.: On Station Platform, a man should approach with a message. 

13. 6th Ave. & 50th St.: Phone will ring, so answer it. This is a good place to check your money, although you don’t 
need too much more. 

14. 2nd Ave. & 135th St.: Find Dead Man. This is Bug City—don’t go here before getting the phone call, because 
then you can’t leave the room. Probably a key on the body—but I couldn’t get it! The Blowgun and Dart are of 
no use. 

15. 6th Ave. & 21st St.: The locked locker is presumably what the missing key is for. The code indicates that there 
are Barbells in a Dufflebag inside. 

16. 2nd Ave. & 50th St.: Pick up suitcase of money at 6 PM. May have to Wait/Look to get time to move on. 

17. West & 21st St.: Deliver ransom by dropping Suitcase at lockers at 9 PM, not before. 

18. West & 21st St.: Wait and watch for Crowded Corridor. If no one comes by 10 PM (the courier is Livwell), 
he won’t come due to a bug in the program. (On six near-identically played games, he appeared only twice. 
Perhaps a flag wasn’t set by doing something which seemed to have no bearing on the game, like not getting the 
Hanky or going to the “wrong” bank.) 

19. 2nd Ave. & 50th St.: Follow Man to Sizemore Building. Enter elevator with him. Shoot Man as soon as he 
recognizes you—don’t try the command Shoot Livwell. 

20. 2nd Ave. & 50th St.: On roof, Shoot Man (not Shoot J.J.). When Cartier breaks away, Pull Lever. 


259 




CRYPT OF MEDEA 


1. Take Candle. Pull Tombstone. Look Crypt. Get Matches. Light Candle. Move Case. Down. 

2. Bum Hand With Candle. Take Shovel. 

3. Dig. Pull Knob. 

4. Look Head. Take Card. Search Corpse. Get Vial. Push Orange. 

5. Uncork Vial. Throw Vial at Web. Get Tape. 

6. Play Tape (need Tape and Cassette Player). Put Card in Slit. Take Diamond. 

7. Cut Case With Diamond. Get Mask. Get Glass. 

8. Cut Rope With Glass. Get Rope. Leave the Buttons alone. 

9. Drop Candle before entering. Wear Mask. Push Violet. East. Get Rod. 

10. Push Yellow. Push Orange. West. Push Blue. East. 

11. Having Rod will protect you on entering here. 

12. Throw Rope. Carrying only the Candle and Glass, Swing. 

13. Throw Glass at Mutant. Get the Magnet to the North. 

14. Use Magnet. Get Key. 

15. Unlock Door (need Key). 

16. Get Gloves. Go back across Chasm. 

17. Wear Gloves. Get Dog. Go back across Chasm. 

18. Throw Dog at Scum. Look Moss. Turn Valve (empties Vat). 

19. Look Vat. Down. Get Hypodermic. Go back across the Chasm again. 

20. Inject Jelly with Hypodermic. Pull Trapdoor. Carry the Shovel, Gloves, Knife, Flask and Candle. Save 
game—you can't return once you've gone down. 

21. Dig. Don't forget the Torch. Light Torch. 

22. Pull Switch. Wait until you hear a Thud to the West. Go West to Get Timbers and Fuse. 

23. Slice Lard. Get Slice. Put Slice in Flask. Light Burner. Melt Slice With Burner. Oil Dial. Drop Burner and Flask. 

24. Should the door to the East close, Wear Gloves. Push Button. 

25. Build Bridge (need Timbers from the Cavernous Room). 

26. Wear Plugs (need Earplugs from the Dead End). Get Barrel. Make Bomb. Don't read the inscription. 

27. Holding Bomb, Light Fuse. Drop Bomb. South. (You literally have only a few seconds to type these commands, 
so be accurate and fast.) 

28. Use Axe. 


260 




CRYSTAL CAVERNS 


1. Key to Gate is in Eastern Tangle of Bushes. It will be used again. Get Oil and Pliers. Knock on Door. 

2. Move Statue. Get Stool. 

3. With Oil from Tool Shed, Oil Hinges. Drop Oil. Open Trapdoor. Drop Diamond Bracelet in Cupola. Get 
Lamp. 

4. Stand on Stool in Parlor. Move Picture. Get Off Stool. Drop Stool. Keep Lamp on only long enough to get 
Candelabra. Drop it in Hallway for now. Get Burger. 

5. With Shovel, Lamp, Key, Burger, Pliers, Hard Disk, and Parachute. Dig Stump in Second Clearing. Down. 
Light Lamp. (Note: The Junction is a neat place to temporarily dump objects and treasures.) 

6. Jump Down off South Wall of Fissure with Parachute. Get Bottle and Read Message. Drop Parachute at Many 
Passages. Go Down for Painting. 

7. Turn Dial in Furnace with Pliers. Get Sapphire. Get Goblet. Don’t do Step 8 first or Goblet breaks and becomes 
worthless. 

8. With Pickaxe from Quarry, Pick Boulder. 

9. Dig Sand (with Shovel). Get Computer Magazine. 

10. Dig Pit (with Shovel). Get Ivory Tusk. Drop Shovel. Don’t try to parachute from Ridge of Wide Fissure 
location. 

11. Haul the Crowbar from NE Corner back to Quarry. With it, Move Boulder. Get Pearl Necklace. Keep 
Crowbar. 

12. Carrying Disk, Key and Burger, Feed Flytrap (Burger). Get Stamp. Check out Generator Room, but don’t take 
in the Hard Disk. Compass is telling you about strong magnetic fields. 

13. At End of Passage, Unlock Door with Key. Drop Key. Should have Lamp, Computer Magazine, and Hard 
Disk. 

14. At Disk Drive, Push Red Button. Push Blue Button. Put Disk in Drive. Push Blue Button. 

15. At Computer Panel, Push Load Button. Per Magazine, $$A$SUP2. ISS. DPD. Get Printout at Dusty Printer. 

16. Haul Lamp, Crowbar, Pick and any four treasures to Cupola. Leave rest at Junction. Turn off Lamp at Bottom 
of Hole. 

17. In Study, Break Globe (with Pickaxe). Drop Pickaxe. Turn Globe. Get Ruby. Should now have seven treasures 
stashed away. 

18. In Tool Shed, Pry Floorboard (with Crowbar). Drop Crowbar. Leave Board. 

19. Enter sixteen room maze. Use printout as map. SE.NE.NW.SE. Get Violin. Leave by North, East, South. 
Alternative: There is a Power Pack for Lamp recharging, needed if you klutz around underground too long. 
From Violin, go N.NE.SE.E.SE. Get Pack. Leave from there by NW.S.E.S. 

20. Flick Switch to Open Panel. Can’t be opened from other side. Going with the Platinum Record, Rug and Jade 
Ring, and on to the Junction, haul five more treasures topside. Make one more trip to the Junction for the last 
four treasures. Last treasure in yields a 45 point bonus for a total of 500 points for the new Apple Caverns Estate 
Landlord. 


261 



Treasure Summary 


1 . 

Bracelet 

5. 

Record 

9. Goblet 

13. 

2. 

Candelabra 

6. 

Bear Rug 

10. Stamp 

14. 

3. 

Ruby 

7. 

Jade Ring 

11. Wine 

16. 

4. 

Violin 

8. 

Sapphire 

12. Doubloons 

16. 


Object Summary 


Oil Can 

Rusty Hinges 

1. Wooden Stool 

Use in Parlor 

2. Key 

a) Front Door 

b) Computer Room 

3. Pliers 

Use in Furnace Room 

4. Shovel 

a) Second Clearing 

b) White Sand 

c) Small Pit 

5. Burger 

Venus Flytrap 

6. Pickaxe 

a) Small N.S. Passage 

b) Use in Study 

7. Parachute 

S. Wall of Fissure only 

8. Hard Disk 

Disk Drive 

9. Crowbar 

a) Quarry 

b) Tool Shed 

10. Piece of Wood 

No Use 


Painting 
Necklace 
Ivory Tusk 
Toothpicks 



CURSE OF CROWLEY MANOR 


1. Climb in. Say Crowley. Look Driver. Get Vial. Look (three times). Get out. 

2. In Dining Room, Drop Growth (from looking at Kitchen floor). Look Plate. Shoot when it starts to grow. Open 
Cabinet. Get Axe and Letter Opener. 

3. In Music Room, Turn Crank. Get Key. Will unlock Cabinet in Hallway. 

4. In Parlor, Unscrew Cabinet (with Letter Opener). Get Crucifix. Read and remember the combination 5271. 
Drop Letter Opener. 

5. In Study, Open Desk. Get Crystal Ball. Read Book, twice. 

6. In Storage Room, Chop Hole in Wall. Climb in Hole. Carry along the Revolver, Statue, Crystal Ball, Crucifix, 
Vial, and Axe. 

7. In Dingy Room, it's hopeless unless you have the Crucifix, Vial, and White Elephant from the Sounth End of the 
Hallway. With them, no evident problem. Dial 5271. Open Door. To get back through, if necessary, Open Vial. 

8. In Stark Room, Say Gafala. Climb in Wall. Talk to him in Crystal Room. A good Save Game location. 

9. In Low Ceiling Crypt, don’t Look around. There is a Silver Club, but the Demon will usually teleport you and 
leave immediately. 

10. Play Mozart. Climb Stairs. 

11. Look Up. Climb Rope. 

12. In Great Silver Room, Put Crystal Ball in Depression. Look at it. Get Sword. 

13. Wide Dark Smelly Pit is no problem if you have the Sword. Good place for a Save Game. 

14. After Rat bites off part of your arm, Fire Revolver. 

15. Objects required in the Smelly Pit are the Vial, Crucifix, and Axe (to Chop Beams). 

16. Clean Sword in the Green Fountain. 

17. Beyond the Gigantic (Dark) Cavern, just keep Looking at the Demon until he offers for you to join him. Takes 
about seven Looks. You then have one chance to Kill Demon. 


263 



CYBORG 


1. Get Microlaser. Wear Laser. Shoot Snake. Energy=35. 

2. Going down from Rising North-South Path, Get Sneakers and Matches. Backtrack for Power Pack, Step 
Ladder (Light Match). 

3. Get Cube. Cut Cube. Open Cube. Get ID. Insert ID. 

4. Insert Card, Get Apple. Eat Apple. Get ID. Wear ID. 

5. Cut String. Get String. Lace Sneakers. Wear Sneakers. Get Power Unit and Shoulder Harness. Wear Harness. 

6. Climb Tree (wearing Laced Sneakers). Get Fruit. Feed Lizard. Fruit. Ask Lizard (Ask 1, Ask 2, etc). 

7. Must be wearing Sneakers to enter Gym. Open Hatch. East. Light Match. Get Droid. Get and Wear IR Lenses. 

8. Break Trapdoor. Pet Togram. Ask Togram (Ask 1, Ask 2, etc). 

9. Press Plate (must be wearing ID). Drop Ladder, Fiche and Cube off temporarily at Resting Spot, 50 Meters 
down. Go down to Bottom of Shaft. 

10. Shoot Robot (with Microlaser). Energy=45. Break Chest (of Robot). Open Casing. Get Power Cell. Wear Cell. 
Get Tools. 

11. Untie String. Give String (to Iguana). Drop Sneakers. Get Manual. Return via Dormitory, Get Bread. Unlock 
Locker. Get Solder. Get and Wear Power Battery. 

12. Get and Eat Juicy Peach. Get Bundle of Wire. Break Grill. Shoot Smada (with Microlaser). Energy=45. Get 
Beaker. Fill Beaker (with Liquid Oxygen). 

13. Unlock Latch (need Tools). Enter Cylinder. Close Panel. Pull Lever. Feel Better? 

14. Haul load of stuff, including Ladder, Fiche, and Cube to North-South Corridor. Drop Ladder. 

15. Insert ID. Insert Fiche. On Reader. Get and Wear ID again. Leave Fiche. 

16. Drop Cube. Take Crystal. Leave Crystal by Ladder for now, or go Up and Drop it on Bridge. 

17. Remove Droid. Drop Droid. Get Pressure Suit. To wear Suit, remove all objects (can still wear lenses). Drop all 
items. 

18. Save Game. Push Button (wearing Pressure Suit). West. Best bet is to go by horizontal and vertical coordinates 
shown at bottom of screen. Air lock coordinates are 22 and 13. Hole coordinates are 7 and 25. Move back, down 
to 13, left to 25, and forward. Reverse process to get back. Time and air go quickly, however. 

19. Insert ID to open Cargo Hold. 

20. Empty Beaker. Light Match. Drop Match. Ask Reptile. (Ask 1, Ask 2, etc). Give Bread. Get CPU. Nothing else 
in Maze. 

21. Drop CPU, Solder, Wire, and Crystal. Carry Tools and Manual. Repair Dial. Turn Dial. 

22. Throw Switch. Receive the Entire Human Race’s Thanks. 


264 



Object 

Microlaser 
Matches 
Black Cube 
Ultrafiche 
Power Unit 
Shoulder Harness 
Mini-Droid 
Stepladder 
Beaker 

Liquid Oxygen 
ID Card 
Apple 

String (Pieces) 
Sneakers 
Strange Fruit 
IR Lenses 
Juicy Peach 
Stale Bread 
Power Pack 
Permanent Power 
Sleepers Manual 
Set of Tools 
Bunch of Solder 
Loop of Wire 
Power Crystal 
CPU 

Pressure Suit 


Object List 


Usage 

Wear and Shoot Snake, Robot, Smada 
Dark Places and Explode Oxygen 
Holds ID and for Scale 
Used in Reader 
Worn 

Carry Mini-Droid 

Gets Pressure Suit 

Access to Bridge 

Carry Liquid Oxygen 

Clear Rubble in Hold 

Insert or Hold—many places 

Eat 

Lace Sneakers and for Iguana 
Climb Tree and Gym 
Feed to Forest Lizard 
Wear 
Eat 

Feed to Lizard in Ship 
Worn 

Cell Wear Cell 

Hold to Repair Dial 
Hold to Repair Dial 
Drop to Repair Dial 
Drop to Repair Dial 
Drop to Repair Dial 
Drop to Repair Dial 
Repair Leak in Ship 



DARK CRYSTAL 


1. Visit the dying Ursu for information. (Ask Ursu.) 

2. Get Shale. 

3. Dig. Get Flute. 

4. Look Stream. Get Pebbles. Ask Brook. This action reveals a previously hidden path to the East. Brook is giving 
you directions. 

5. Get Slingshot. If Bat appears, Sling Pebble. At Bat. If Garshim appear, just move away. 

6. Cut Pad (with Shale). 

7. Sit Rock. Later, with Kira, don’t go with Chamberlain if found here, at least not without a recent saved game. 

8. Float Pad. 

9. When trapped in the Vines and Aughra appears, Say Moon, the answer to Ursu’s riddle. 

10. Say Shard. Play Flute. Get Blue. Go Window (when Garshim invade). 

11. Help. Meet Kira. 

12. Turn Shell. Get Pouch (Smoke Seeds—not too helpful). Enter Shell. 

13. Scrape Moss. 

14. With Kira, Ride Landstrider. 

15. Enter Castle from any direction. Jump. 

16. Grab Kira. 

17. At Stone Faced door, with triangle inscribed within a circle, Look Face. Send Fizzgig. Through Bars. Get Key. 
Unlock Bars. Open Bars. Enter Door. 

18. Not to worry, Kira is supposed to get kidnapped here! 

19. Don’t dally about. Run. Go Hole. Untie Aughra. 

20. On hearing footsteps, South, West. (Skeksis go to lunch.) 

21. Go Curtain. Listen. Hidden Door will now appear in the Attic. 

22. With Scepter from Throne Room, Use Hook. Go Panel. 

23. Jump. 

24. No. Restore Crystal. 

25. Kiss Kira. Live happily ever after. 


266 





DEADLINE 


1. Read Calendar (July 7). Turn Calendar (July 8). Rub Pencil on Notepad. At about 9:00, the phone will ring. Pick 
up Phone. 

2. Get Loblo Bottle. Read Loblo Label. 

3. Around 9:15, an envelope will be delivered to the Foyer. Open Envelope and Read the Letter. Interesting 
possibilities, but you'll never get a conviction! 

4. Around 11:25, the Herald (newspaper) will arrive. Read Paper. Read Second Section. 

5. Around 12:00, attend reading of the Will. Show George the Calendar. Follow George (who is upset and goes to 
his room), and go out on the Library Balcony. Look into Library. Save Game when George appears. When 
George disappears, enter Library and Examine Bookshelf. Push Button after three Waits (give him time to 
open the safe). Alternate solutions evolve by waiting for longer or shorter periods. Try them all. Get Stack of 
Papers. Have fun with the new Will. 

6. After around 11:20, find McNabb, who will be mumbling to himself. Ask McNabb about the Roses. Ask 
McNabb to Show Me the Holes. Follow McNabb. Dig in the Soil. Search the Dirt. Analyze Porcelain for Loblo. 
Get Lab Report (later). 

7. Ask Dunbar about Loblo Bottle. Show her the Lab Report. Accuse Dunbar. (She should be very uptight now, 
and if Baxter is present, should glance nervously at the two of you.) Move away and wait for her to pass by you. 
Follow Dunbar (out the Front Door), where she will fish for a cigarette. Get (dropped) Ticket Stub. Ask 
Dunbar about the Ticket Stub. 

8. Wait and Follow until Dunbar and Baxter are together. Show Baxter the Newspaper and the Second Section. 
Ask Baxter about Ticket Stub. Show him the Lab Report. Show him the Stack of Papers. Save Game. Arrest 
them individually, then Arrest Baxter and Dunbar. Try hiding behind shed; if they aren't already there, they'll 
come. 

9. As an alternate, don't arrest either. Wait in Foyer for Dunbar to go by, heading for her room. Wait upstairs for 
pistol shot. With everyone assembled in Dunbar’s room, Ask Baxter for Pen. Arrest Baxter. As a second 
alternate, wait for Dunbar in her room, talk a while, and then leave. By the way, did you ever read the end of the 
book in the Living Room? 


267 



DEATH IN THE CARIBBEAN 


1. Get Rope. The Seat will only occupy valuable space in your four object carrying capacity. 

2. Move Rock. Get Rock (need Wagon). Look Box and Get Key. 

3. Cover Hole. Rock. Much as you may like to get the red lining to wave at the Bull, you won’t. Go North and get 
the magical Ring. 

4. Tie Rope. Tree. Tie Rope. Wagon. Drop Wagon. Climb Down Rope. You can’t get the Wagon back up the Cliff 
via the Rope, but you can, if you must, get it back up by rubbing your Ring. 

5. Look Sign. Get Corkscrew. Go Get the Bottle. No, the River cannot be crossed here. By now you no doubt have 
random objects taken by the Elf, which can be dug up in the Cemetary. His actions are cut off by carrying the 
Amulet, but it’s a good idea to save games fairly often, both for this reason and because some puzzles give you 
only one command before you’re killed. 

6. Using the proper letter substitutions, the message translates to “PYRAMID MARKER GUARDS BURIED 
CHEST. EXCAVATE WITH GREAT CARE.” 

7. A neat puzzle with neither a known nor needed solution as far as the overall game is concerned. You can try Kill 
Bull, and may Aim Gun at him or Cut Horn (with Sword), but just try to get by him. 

8. Cross River (need Wagon). Wagon(need Shovel). Shovel. You can’t save the Wagon, but once you’ve seen the 
Alligator, that word is recognized as a location by the Genie of the Ring, together with the previously seen and 
known locations such as Monument, Cliff (top), and Church. 

9. Open Bottle (need Corkscrew). Empty Bottle (poison, anyway). Cork Bottle, which is now full of Fog. 

10. The Inverted Pyramid and Parrot make up another red-herring puzzle. 

11. Bring the Lantern here to light it. Leave Matches. There is no way to stop the Storm, and, hence, no way to enter 
the cave from this side. 

12. Might as well Eat the Cookies and Drink the Milk—they have no other requirement in the game. 

13. To get the Hat, Rub Ring. Cliff. Untie Rope. Get Rope. When you can again Rub Ring, go back to the Alligator 
and go into the Quicksand. Get Hat. Wear Hat. Throw Rope. You will lose the Rope and any objects you are 
carrying, but not those being worn. 

14. Read the Music. Note that it’s written in the key of G (OK, OK, so it looks like a C, but you want to solve this 
thing, don’t you?) 

15. Look but don’t mess with the Bell Rope. It’s another would be puzzle that’s a red herring. Open Trapdoor. Go 
Down. Carry the Key, Fog-filled Bottle, Corkscrew and Lantern. Wear the Ring, Amulet and Hat. Get the 
Sword and Drop Key for it. 

16. Open Fog-filled Bottle (need Corkscrew). 

17. Cut Fog (need Sword). 

18. Dig (after going back for Shovel). Are you ready for this? The Key is G! 


268 



DEMONS FORGE 


1. Get Costume. Look Costume. Get Vial. 

2. In Sleeping Quarters, Open, Look, and Move Chest. (“Box” won’t work.) Get Pillow, Blanket, and Bag. 

3. In Old Armory, Follow Man. In his room, Give Ration. Get Rod. (He only appears on the first visit to the 
Armory.) 

4. At Birdshead, Insert Rod. Get Red. Rod disappears. 

5. At Brazier, Burn Bag. Joe, the Elemental, will accompany you. 

6. At Two Doors, Open Doors (need Elemental). Attack Assassin. Drink Vial. Attack Assassin. Search Assassin. 
Get Chimes. 

7. At Well, Fill Vial (with Water). Jump. Need Elemental, who then disappears. Ring Chimes. 

8. Do precisely what the first Sign says. Go Left, then Go Right for five moves. 

9. In Magician’s Room, Give Water—Rabbit. (Not To Rabbit, and don’t Pour Water.) Get Wand. Leave Hat, Vial, 
Chimes. 

10. At Rubber Door, Use Wand. Smother Fire (with Blanket). Get Axe. Wand may be dropped. (The Sword, Anvil 
and Waterfall have no bearing on the game.) 

11. At Mirror Maze, Break Mirror (with Axe). Drop the Axe. 

12. In Garden, Dig Garden. Get Carrot. 

13. In Sleeping Quarters, Climb Rungs. Get Boots and Pendant. Don’t Wear Boots as they are a one-shot item. 
(Rungs are hard to see on the first issue of the game, but have improved in second version, which has improved 
graphics.) 

14a. Get First (Glowing Stave). Wear Boots. Dig Ceiling (with Shovel). Get Mound (of Dirt). Go to Ore Hopper. 
Fill Hopper (with Dirt). 

14b. Get Second (Glowing Stave). Go to Torch on Wall. Bum Second (Stave). 

14c. Get Third (Glowing Stave). Go to the Glass Room. Get Bottle. Fill Bottle with Air. Go to Old Well. Drop Third 
(Stave). Read Bottom. 

14d. Get Fourth (Glowing Stave). Drop Fourth (Stave). 

15. At Dropoff, Drop Pillow. North. 

16. At Long Bridge, Drop everything before crossing. Get three Spheres. 

17. Juggle Spheres. East (Crossing Bridge again). Pick up just the Carrot. 

18. At Altar, Move Altar. 

19. At Antechamber, Close Door. Get Key. 

20. At Ledge, Eat Carrot to read the sign. 

21. At River, Throw Key. Swim River. 

22. At Locked Room, unlock door with Key. 

23. At Arankull, Throw Silver, Gold, and Platinum Spheres in that order. You are now set free. 



DOOM VALLEY 


1. Get Cashbox. Open Cashbox (with Key from Ski lift). 

2. Rent Equipment. 

3. Pull Cord. Jump (with Parachute from Wrecked Plane). 

4. Build Bridge (with Skis). 

5. You can Attack Knight, but it’s not necessary. Go Get Pick, but don’t Open Bookcase. 

6. Don’t go by the Book, Push Lever (disables Lasers on the Stairs). Pull Lever and you meet your doom. 

7. Examine Chains (sets Ambassadors free if you have Key). Use Pick. Go Passage. Don’t head South. 

8. Not sure why there’s a Necklace, but what the heck, it’s on the way back to the Lodge, just don’t mess with the 
Yeti. (Code says that Drop Gourd, which contains a poison, would kill the Yeti, but enabling that feature is 
apparently left to the student as an exercise.) 

EARTHQUAKE—SAN FRANCISCO, 1906 

1. Get Wad of Bills. Look Dresser. Look Envelope. Get Letter. Look Letter and get your assignment. Letter may 
then be dropped. 

2. Move Bed. Get Crowbar. (Earthquake hits shortly after you get it.) 

3. Use Crowbar. 

4. Look Wall. Get Handgun. Open Door. The fragile walls will soon fall, permitting you to Climb. 

5. Look. Talk. Pay Owner. Get Apple. 

6. Climb. Dig in Rubble. Get Gold Watch. Climb. 

7. Bribe Soldier (need Watch). Climb. 

8. Listen. Look. Climb. Look. Get Small Child. Climb. Look. Get Gold Key. 

9. Look. Talk. Get Lumber. 

10. Dig in Masonry. Unlock Iron Box (need Gold Key). Open it and Get Silver Key. Drop Gold Key. 

11. Unlock Gate (need Silver Key). Open Gate. Leave Silver Key here—it’s needed each time you wish to go through 
the gate. 

12. Look Manhole. Lift Cover (need Crowbar). South. Look up. Look Light. Climb. 

13. Look. Shoot Handgun (Shoot Gun or Shoot Soldier won’t work). Look Soldier. Open Pack. Get Iron Nails. 

14. Make Ladder—get a clue. Drop Apple, Iron Nails, Handgun, and Lumber for now. Head back and look for 
more goodies. 

15. Look Wall. Get Hammer. (Note: Time at which Hammer will appear is a variable; seems to be better if you 
previously tried to Make Ladder.) 

16. Look. Get Small Dog. 


270 



17. Make Ladder (need Ladder, Iron Nails, Hammer). Leave Handgun and Hammer. 

18. After Dog relieves himself, Drop Dog. South. Look. Get Paddle. If you now have Wet Pants, don't drop them! 
OK to Drop Ladder. 

19. Jump. 

20. After Horse takes Apple, Climb on Horse. Ride Horse. 

21. Look Crevice. Look Quartz. Look Impression. Look Flat Spot. Look Object. Get Diamond. 

22. Open Door. (At first it may be too hot; move away some distance, return and try again.) 

23. Sit Down. Eat Food. Get Fortune. Look Fortune. Drop it. 

24. Like your Fortune says, go back to Iron Gate. Pull Gate. Get Iron Pole. 

25. Vault (need Iron Pole). Iron Pole may now be dropped; needed only to Vault. 

26. Cut Hole in Glass (need Diamond). Climb in Hole. Diamond is of no further use. 

27. (Go back to Chinatown.) Look Iron Door. Talk. Get Brass Key. 

28. Unlock Door (need Brass Key). Open Door. 

29. Undress Woman. Get Green Dress. 

30. Drop Little Dog. Let him dig a hole. Climb. (If he doesn't finish it fairly soon, meander back to Chinatown and 
return.) 

31. Pry Boards (need Crowbar). Drop Green Dress, Wad of Bills and Paddle. 

32. Drop everything that you are carrying. Climb. 

33. Open Door. Get Green Dress, Wad of Bills and Paddle. Open Door. 

34. Talk. (Need Green Dress.) 

35. Talk. Climb. 

36. Look around until boat sinks. Swim (three times—to large piece of wood). Climb. 

37. Paddle (need Paddle) until the Soldier pulls you out. Talk. Climb. 

38. At Porterman Hotel, Climb. 

39. Talk. Pay Hampton. Your mission is over; your wife is free to go. 


271 




EMPIRE OF THE OVERMIND 


General Note: Even though you may be carrying both a Key and a Pistol, for example, you can only use one at a 
time. That is, you must Hold Key or Hold Pistol first. The last object picked up is automatically the one being 
held. This, plus the one-move-only limit before creatures clobber you can make matters quite awkward. 

1. Look for Gold Leaf, probably up a Tree. 

2. Talk Man. Get Blanket. 

3. Hold Waterskin. Fill Waterskin (at Brook). Don’t enter any body of water until you are armed. 

4. Holding Gold Leaf on entry, Dispel Skeleton (with Leaf). Get Key. Unlock Iron Door. After Getting Compass, 
Open and Go Window. 

5. Look Astrolabe. (Transport to Red Planet.) For initial trip, should have Key, Blanket, Waterskin (filled) and 
Compass. 

6. It is possible to avoid this area altogether. If you do come here, however, you will have to Drink Water. 

7. Holding Key on entry, Unlock Door. Open Door. Go Door. Girl will follow you. Move away from the Green 
Alien as soon as possible, even if you have to return to enter the balance of these commands. Try dropping 
Blanket in Abandoned Bldg, with Empty Doorframe and leading Alien toward High Plateau, then “Wish” 
around him. 

8. Kiss Girl. Talk Girl. Kiss Girl. Get Pistol and Black Box. Look Pistol. Push Gray Button. Carrying Key, Blanket, 
Waterskin, Pistol and Box, Hold Compass. Spin Compass. (Transport to Iron Stone on Blue Planet where 
balance of game will be played.) Carry what you can to Oasis. Drop Blanket and another item. Spin Compass 
back to Get Iron Stone. Get Blue Crystal. Wish back to Oasis. 

9. Call Pyro. The Blue Crystal is now a permanent light source. If you don’t have the Blue Crystal, Call Pyro will 
provide light for eight moves, and may be repeated twelve moves later, if necessary. Each summoning results 
in Pyro taking a random inventory object, which he will deposit on the Mountain Summit of the Blue Planet. 

10. Look Grass to reveal a Secret Passage. 

11. Clean Wall. Pick up Dwarf and go for the Bottle. Goblins regenerate, and Dwarf will only kill five before he 
abruptly runs off to sharpen his Axe. Use him while you Hold Key to Unlock Doors, but Hold Pistol whenever 
possible to keep Dwarf around. 

12. Tie Kit. Climb Red Rope. Tie Kit (at Ledge). Climb Blue Rope. 

13. Drop Blanket; you will want to return here quickly later on. 

14. Holding Pistol, Shoot Wall. 

15. Carrying Bottle (filled with Ale from Barrel), Blue Crystal, Pentagram and Holding Pistol, Shoot Wall. Hold 
Pentagram. Drink Ale (you will feel no pain for six moves). Go Hole. Dispel Demon (twice). Take Sphere. 
Wish. Drop Sphere and you and the Princess live happily ever after. 


272 




Transportation Summary 


From 

At 

To 

At 

How 

Blue Planet 

Tower Roof 

Red Planet 

Lawn 

Look Astrolabe 

Red Planet 

Cave 

Blue Planet 

Cave 

Go Cave 

Anywhere 

Anywhere 

Anywhere 

Random 

Gray Box 

Anywhere 

Anywhere 

Blanket 

Anywhere 

Wish 

Anywhere 

Anywhere 

Iron Stone 

Anywhere 

Spin Compass 



Object List 


Object 

Where 

Use 

Gold Leaf 

Tree top (usually) 

Dispel/Animate (Skull/Cactus) 

Waterskin 

Brook (usually) 

Water needed in all Deserts 

Blanket 

Cave near start 

“Wish” zaps you to it 

Iron Stone 

Stone Quarry 

Works with Compass 

Compass 

Wizard's Den 

Spin zaps you to Iron Stone 

Blue Crystal 

Small Cave 

Light Source (Call Pyro) 

Key 

Closet 

Unlocks all doors 

Xenon Pistol 

Red Planet 

Kill Creatures/Buming holes 

Gray Box 

Red Planet 

Transportation 

Mtn. Climbing Kit 

Abandoned Bldgs. 

Climb-at Window and Shaft 

Pentagram 

Abandoned Bldgs. 

Dispel Demons (final phase) 

Bottle 

Dining Hall 

Carries Liquid from Keg 

Liquid from Keg 

Store Room 

No pain for six moves 

Gold Sphere 

Strange Place 

Must be destroyed 

following objects are of no direct 

use: 


Wood Stick 

Black Stone 

Scroll 

Blue Sand 

Red Sand 

Red Herring 

Bread 

Bowl 

Spoon 

Dung 

Straw 

Gray Stone 



ENCHANTER 


1. Open Oven. Get Bread, Jug and Lantern. 

2. Fill Jug. Good for four slugs—but then this game may drive you to drink. 

3. Like the Signs say—Other Waayyyyyy! 

4. Having gotten the Rezrov Spell from the Crone, Rezrov the Gate and Frotz the Lantern. 

5. Open Door and Examine the Wall. Move the Block and get the Stained (Exex) Scroll. Read, Gnusto and Learn 
it, as you do with all (well, almost all) spells. Leave the Spoon. 

6. Examine the Bedpost. Rezrov the Bedpost. Get Gold (Vaxum) Scroll. Clue is from dream that occurs if you're 
tired and sleep in the bed. 

7. Leave Lantern (or your light source) outside. Take Lighted Portrait. Get Black (Ozmoo) Scroll. 

8. Rezrov the Gate. 

9. Nitfol the Frogs. Look Under Lily Pad. Get Damp (Cleesh) Scroll. Don't forget the Crumpled (Krebf) Scroll in 
the Forest. (You can sleep safely anywhere. Read your dreams carefully for clues.) 

10. Rezrov the Egg. Take the Shredded (Summon) Scroll. Krebf the Shredded Scroll. Get the Faded (Zifmia) 
Scroll. 

11. Save Game. Read the Dusty Book. Read Terror and Implementer for information. Examine Rat Tracks. Reach 
in Hole (rather fussy about syntax here). Get Frayed (Gondar) Scroll. If you have the time, Zifmia the 
Implemented, just for fun. Make sure that you know the Ozmoo and Rezrov Spells and head for the Temple. 

12. When you're tossed in the Cell, Ozmoo Myself. Wait. Get the Ceremonial Dagger, the hard way. Down. Open 
South Door. You'll probably get flipped back up on the Altar, but your Ozmoo should still hold. Down. South. 
Get All. North. Head West. 

13. Cut the Rope (with the Ceremonial Dagger). Open the Box. Get Vellum (Melbor) Scroll. Melbor Myself. You 
may now roam about with impunity. 

14. Find the Adventurer in one of the Mirrored Halls. Zifmia the Adventurer. Vaxum the Adventurer. Show him 
the Egg (or Dagger) and he will follow you, at least for a while. 

15. With the Adventurer lured there by the sight of your treasures, Adventurer, Open the Door. Get the Map, Pencil 
and Purple (Filfre) Scroll. Give the Adventurer the Egg, Dagger and Box if need be to lighten your load. Take 
the three objects from him if he has picked any of them up. Filfre the Room, just for fun, as you don't otherwise 
require it for the game. 

16. Vaxum, Nitfol and Exex the Turtle. Turtle, Follow Me, and he will, for a while. 

17. With the Turtle there, save the game. Turtle, SE and Get the Paper. Wave at the Turtle when he's in the Control 
Room. Get the Brittle (Kulcad) Scroll. 

18. Save the game. Read the Map. Connect F and P. Erase F and P. Erase M and V. Connect M and P. Move to 
location P. Get Powerful (Guncho) Scroll. Drop Map and Pencil if necessary. 

19. Make sure that you have learned the Vaxum and Gondar Spells. Save the game. Kulcad the Stairs. Read the 
Ornate (Izyuk) Scroll. Izyuk Myself. 

20. Gondar the Dragon. Vaxum the Being. Guncho Krill. Congratulations on your 400 points and being admitted to 
the Circle of Enchanters. 


274 



The Spells of the Enchanter 


Spell 

Function 

Description 

Location 

VAXUM 

Make Hostile Creature Your Friend 

Gold 

Bedpost 

ZIFMIA 

Magically Summon a Being 

Faded 

Egg 

OZMOO 

Survive an Unnatural Death 

Black 

Gallery 

EXEX 

Make Things Move with Greater Speed 

Stained 

Cell 

KREBF 

Repair Willful Damage 

Crumpled 

Forest 

CLEESH 

Change a Creature to a Small Amphibian 

Damp 

Swamp 

REZROV 

Open Even Locked or Enchanted Objects 

Some Sort 

House 

GNUSTO 

Write a Magic Spell into the Spell Book 

Initial 

Spell Book 

BLORB 

Safely Protect a Small Object 

Initial 

Spell Book 

NITFO 

Converse with Beasts in their Language 

Initial 

Spell Book 

FROTZ 

Cause Something to Give off Light 

Initial 

Spell Book 

KULCAD 

Dispels a Magic Spell 

Brittle 

Engine Room 

MELBOR 

Protect Caster from Evil Beings 

Vellum 

Box 

FILFRE 

Create Gratuitous Fireworks 

Purple 

Map Room 

GUNCHO 

Banish Victim to Another Plane 

Powerful 

Terror Room 

GONDAR 

Quench Open Flame 

Frayed 

Library 

IZYUK 

Fly Like a Bird 

Ornate 

Falling 


275 



ESCAPE FROM RUNGISTAN 


1. In Cell, Read both Books. Call Guard. Food. Eat Steak. Move Bed. Under Window. Give Candy. Get Shovel. 
When Mouse appears, Drop Cheese. Get Mouse. Dig Hole in Wall (Not Floor). 

2. Untie Rope from Gallows. Run. Jump. (Watch your timing.) 

3. Do not push a key if Snake is on screen. Don’t forget Knife. 

4. Kill Bear. Read Carving. (Don’t stick around or go East from the Cliffs.) 

5. At Bridge, East. Jump West. (Hurry up!) Throw Rope. Cross Gorge. Start Part II. 

6. Break Door. Get Skis. Save Game. Don’t dally or you’ll freeze. Say Geronimo. Good luck with the six or so sets 
of trees. 

7. Look Tree. Get Canteen. 

8. At Rebel, with Canteen filled from the River, Pour Water (on Dynamite). Take Dynamite. 

9. Look Tree. Get Catcher’s Mitt. Look Trunk for L7. 

10. When Egg is dropped, Catch Egg (with Catcher’s Mitt). 

11. In Saloon, Look at Homs, and Register. Don’t mess with Bottle. Syntax for opening safe is L14R21L7. Get 
Non-slippery Bottle. Leave Saloon. 

12. Make Raft. Doors (of Saloon). Sail Raft. If you can’t make it, you forgot to read Navigation Book in Jail. On to 
Side III. 

13. In Farm area when hungry, Eat Egg (not Rutabaga). Help Farmer. Get Money. 

14. Along Road or whenever Helicopter is seen, move back, away from it. Give Mouse. Get Glass. 

15. At Observation Post, wait until Helicopter appears, then go West. 

16. In the Pot (with Almanac), Predict Eclipse. Get Gas Tank. Buy Gas (with Money). 

17. Gas Tank. With License and Grafitti message, Take Off. Fly N.E.S.S.E.N. (Sure hope you read the Book on 
Flying in Jail!) Push Button. Land Airplane. 

18. At Blocked Road, Light Fuse (with Glass). Drop Dynamite. Move North. 

19. At Border (toward “Prision” by the Sign), Give Booze. Lift Gate. Welcome to friendly Nuggyland. 


276 



ESCAPE FROM TRAAM 


1. Just Look until you crash. 

2. Look Ship. Get Nylon Rope. Move Ship. Get Laser. 

3. Look Cliff. Look Bush. Throw Rope at Bush. Climb. At top, Untie Rope and take it along. 

4. Look Tree. Get Frond. 

5. West, until you Bump into an Object. Feel Object. Climb. Look Inscriptions (translates to the Alchemist). Dig 
with Frond. Get Stone Cup. Dig with Frond. Get Helmet. 

6. Climb. On second pass through, Climb will cause a cave-in. 

7. Look ship. Get Small Key (only after Body had Rolled Over). 

8. Unlock Trunk (need Silver Key). Open Trunk. Get Dictionary. Read Dictionary. Get Alphabet. Look 
Alphabet. (Write it down and decipher Alien's words and those in the Stone Room.) 

9. Fill Cup. Get Cup of Liquid. 

10. Pour Cup of Liquid on Lead. Get Gold Ball. 

11. Drop Gold Ball. Look. Climb. Talk to Creature many times, until he says to find someone. 

12. Move Statue (three times). Look. Get Uniform. 

13. Climb tree. Climb. Climb down tree. 

14. Dig in Mound. Get Pendant. 

15. Look Bush. Climb. 

16. (Need Helmet.) 

17. Push Pin. 

18. Shoot Slave with Laser. Look. Get Uniform. 

19. (Must Drop Pendant before entering, need Uniform.) Climb. 

20. Kastaman. 

21. Move Cabinet. 

22. Look Shelves. Read Manual. Break Lock. Read Manual. 

23. Drop Insect. Look. Look Crack. Move Block. Climb. Crawl. Crawl. 

24. Tie Rope to Spike. 

25. Like the Manual says, Unhook Auto Pressure. Lift Decoupling Ring. Push Thrust Bar. 

26. Look Instruments. Push Button. Look. 


277 


G.F.S. SORCERESS 


1. Go Ion Trail. Go to Bow of Ship. Remove Meteorite from Gun. 

2. At Metallic Hatch, Open Metallic Hatch. Enter and close it. Open and Go Black Hatch. 

3. Open and Go Red Hatch. Close Valve. Open Valve. 

4. Go Shaft. Get Pistol. Check it. Push Violet Button. Like sign says, Don't drop it when armed. 

5. Go outside Ship to Engine. Shoot Large Meteor. Return to Ship. Now you can get in Control Room (Blue 
Hatch) and briefly meet good old what's her namel (Selena Sakarov) 

6. Push Blue Button on Console. Push White Button. Go hibernate in White Room. With Pistol, go out to Rigel X. 
Shoot Archway. 

7. Get Silver Box (Robot Controller) and Gold Box (Translator). Command Robot to get White and Silver Books 
(“Robot Get Silver Book''). March Robot to Starship. Return to Control Room. 

8. Push Green Button. Do the Engine Fire and hibernation bit. Step out on Epsilon Eridani V, again with Pistol. Go 
to the Depression in the Desert. Look Depression. Shoot Door. 

9. The Sand Crab only threatens, doesn't attack; do not shoot him. Get Gold Nugget, but only if the first Crab isn't 
shot. Return to Control Room. 

10. Push Orange Button. Start Engine and hibernate. Get out on Tau Ceti III with Golden Ankh from Bedroom. Put 
on Ankh. Climb Tree. Get sprayed so that Web may be gotten. The Quicksand is navigable, but Lizard would 
be missed. He is scared if Ankh isn't being worn. Return to Control Room. 

11. Push Red Button. Start Engine and hibernate. Holding Silver and Gold Boxes, load up Robot with two books, 
Nugget and Pistol. March him out on Altair IV to the Hallway. Drop both books and Nugget. 

12. March him into Small Room. Order Robot to Drop (Armed) Pistol. Drop the Silver Box and go to the Small 
Room, getting Nugget along the way. 

13. Look Monolith. Give Nugget. Drop Web as soon as next Robot is seen. Back up and get books. Exchange White 
and Silver Books for Red and Black Books. Return to Control Room. 

14. Push Yellow and White Buttons. If attacked by Pirates, Go Green Hatch and Push Black Button. Hibernate for 
the last time. Sit back and watch the conclusion. 


278 




GHOST TOWN 


1. In the Telegraph Office, Move Safe. Splice Wires. (You can take them, but the game could never be won.)The 
coded message you may receive says Shake Topper. 

2. Take the Shovel and Matches from the Dry Goods Store and Dig Manure. Get White Crystals. Take the 
Compass along, too, and look at it both before and when you get to the Horseshoe. Drop Compass. Mount 
Paint. Take Spurs. Spur Paint. Get up. Go Stable. Go Hole. Take Keg. Empty Keg by OF Paint. Take Keg. 

3. Dig in Large Field and get Yellow Powder. 

4. At the Impassible Ravine, Burn Sage (with Matches). Go Ravine. Drop Powder, Crystals, and Charcoal. Mix. 
Drop Keg. Fill Keg. With Gunpowder. 

5. In the Mine, Light Match. Get Silver Bullet. Down. Get Candle. Light Candle. Down. Dig Roof. Get Gold 
Nugget. Haul the Keg back to the Telegraph Office. 

6. After dumping the first load of Treasures, get the Bell from Saloon. Applaud the Piano Player if he's there. 
Check Piano for a clue you no longer need. 

7. In Hotel, go behind the Counter and get Cash Box. In your Room, Ring Bell. Move Bed to Get Tape. When Sun 
goes down, Light Candle. Sleep only in bed. 

8. In Saloon, Tape Mirror. Break Mirror, and get the Go-Board. Go back by night, when the Ghost is playing. 
Dance and Applaud. Get Silver Cup. If Ghost keeps getting scared, Unlight Candle and Dance in dark. When 
dropping off the Go-Board in the Dry Goods, say Pass Go. 

9. Get the Stetson in the Barber Shop which has a Small Key in it. Take Horseshoe to Jail and Open Door (Use 
Horseshoe). Get Derringer and Hammer. 

10. At Boot Hill, Shoot Snake with Derringer, and Dig with Shovel. Get the Gold Coin and fear not, this Purple 
Worm is not related to the one in The Pyramid of Doom. Not only is he easily squashed, but a small bonus 
rewards doing so. 

11. Bring the Hammer, Nails and Horseshoe to OF Paint. Shoe Paint. Mount him and say Giddyup. 

12. Get the Tom-Tom and Necklace. To get back, Beat Tom-Tom. Say How! 

13. Jump the Ravine and go to the Line Shack. 

14. Take Plank. Go Hole. Get Furs. Press Telegraph Key. Head for the Telegraph Office (that used to be) in town. 
Get Gold Dust. The treasure summary: 


Cash Box 
Go Board 
Derringer 
Necklace 
Gold Dust 


Silver Spurs 

$200 

Gold Coin 
Silver Bullet 


Gold Nugget 
Silver Cup 
Tom-Tom 
Furs 


279 



GOLDEN VOYAGE 


1. Buy and Get everything in the City with the King's Gold. 

2. Raise Anchor. Sail West. Leave Compass on Deck. Take Telescope to Mast top. Look Telescope. (This is also 
required on the first trip to the other two islands.)Drop Anchor. Wear Sandals. Go Island. Get Box and Shovel. 
Sword isn't necessary. 

3. Sail to Rocky Strand. When Statue animates. Go Staircase. Push Statue. Walk Down. Search Rubble and Get 
Stone. Dig for Key on Grassy Plain. 

4. Go Stairway. Get Steel. Walk Up. Look Altar. Leave Chalice for now. Unlock Chest (with Key). Leave Mask 
and Small Stone for now. At Altar—Pray. 

5. Sail to Sandy Beach. Give Medicine (in Box) to Man. Get Clue. Dig in Jungle and Get Rope. Dig (twice) by 
Cave and Get Torch and Stone. Light Torch (with Steel). 

6. At Fountain, Put Tablet. In Fountain. Dig outside Cave for second Torch (unnecessary). 

7. Sail to Rocky Strand. Drop three Stones in Hidden Chamber. Get the Sun Tablet. Head for Small Island. 

8. At Grass Hut, Hold Tablet and Say Sun. Go Crevice. Put Sun Tablet. In Fountain. Look Fountain. Get Globe. 
Return to Rocky Strand. 

9. At Damp Grotto, Tie Rope. To Stalagmite. Drop Rope. Climb Rope. 

10. Wear Mask. At Cyclops, throw Globe. Go Cave. Fill Chalice. Save Game. (Cyclops, in his blind frenzy, is likely 
to stomp you.)Retum to King. Give Chalice. 


280 




GRUDS IN SPACE 


1. To maneuver in space, Type (Navigation coordinates) on Bridge or at Auxiliary Navigation Console. Then 
Type (Teleport coordinates) at Teleport Room. 

2. Steal Rope. Move away immediately. 

3. Get Coin from the one Grud guarding a cave. Knock. Yes. Give Coin. Follow Deebo to Living Room. Get 
Flashlight, Note and Venus coordinates. 

4. Head for Venus, ignoring the Alien Ship for now. Tie Rope To Tree. East. Down. Get Gun. Untie and Take 
Rope on way out. 

5. Shoot Venusian. Will only stun him. 

6. Drop Gun before approaching Mr. Green. Give Note. Get Money Maker. Shoot Venusian on way out, too, or 
else! 

7. Back on Saturn, Tie Rope to Stalagmite. Down. Find the Key. 

8. Shoot Bat (need Gun). Up. Unlock Box (need Key). Get (second) Key. 

9. Give Money Maker (to Deebo). Get Rock in return. 

10. Unlock Gate. Drop the two keys. Go Get Green Orb in Temple. 

11. Drop Green. Get Blue and Green Orbs (Get All). 

12. Use Orbs like keys in matching colored holes. Be sure to Get (color) as soon as youve dropped it. Go East and 
North of your Time Window. Get Orange Orb. Work your way to the East, Get Purple Orb. Go back past the 
Time Window, and Get White Orb. Return to the Southeast end and Get Yellow Orb. Drop the Blue and Green 
Orbs at the Time Window. Go West and South to get the Brown Orb. Finally, Get Black Orb in the Northeast 
corner. When you leave, drop all Orbs except the Black Orb. 

13. Break Table. Take Leg. 

14. Buy H-Container (need Rock). Get one and change. Buy 02 Mask. 

15. Shoot Arler (need Gun, and should have H-Container). 

16. Drop Black Orb. Visit Arler. Look Screen. Get the word on the Fuel. 

17. Move Rock (need Leg). Get Fuel. Revisit Arler s Den, get Note. 

18. Give Note to Deebo. Get Card. Head for Saturn again. 

19. Shoot Tree. 

20. Look Tree. Insert Card. Revive Mr. Green (need 02 Mask). Get Titan coordinates. Push Blue Button. Head 
onward to Titan. 

21. Get the Bomb and the Remote Control Box—that's it for here. Check the message waiting for you in your ship, 
get coordinates for Pluto. 

22. Drop Bomb. Go Window. Push Red Button. 

23. Pull Lever. North. Give Fuel. 

24. Go to Earth and collect your million bucks and bunches of thanks. 


281 


INFIDEL 


1. After getting up, collect all objects at the Fire Pit, Work Tent, and Supply Tent. Break Lock on Chest with Axe. 
Remove and Drop Lock. Open Chest. Get Map and Beef. At the Nile, Drop Knapsack. Open, Fill and Close 
Canteen. When you get hungry, have water close at hand. The Knapsack can carry many objects, obviating an 
inventory management problem, but at the cost of having to drop them to get at any of the contents, and, 
perhaps, forgetting to pick them up again. 

2. Open Crate that the Plane dropped. Get Navigation Box. Push Button to get your latitude and longitude. Use 
the Box to find the location marked on the Map that came with your game. Dig with the Shovel until you 
uncover the top of the Pyramid. Unfold the Map and Put the Cube in the Hole. Check the Hieroglyphics. 

3. Get Torch. Open Jar and Dip Torch in it. Drop Knap and get Matchbook. Take Match and Close Matchbook. 
Light Torch with Match. Close and Take Jar. (Torch may require this procedure during game; extinguish it 
before dipping.) Tie Rope to Altar. Take and Throw Rope to North. Take Knap. Go either North or Down. 

4. Move Statue. Take Head and Gold Cluster. Roll Statue Northeast (for example), Drop the Head (to match your 
weight on the floor). Go Southwest to the Room of Isis and Get Emerald Cluster. Get the Head and Roll Statue 
into another diagonal corner, moving in the opposite direction until you’ve gotten all four jeweled Clusters. 
Note the Hieroglyphics in each room; they differ but slightly, offering a clue to their decipherment. (Hint: a 
“direction” and name appear in each.) 

5. Compare the Scroll Hieroglyphics to those in one of the Cube rooms; note what may well be the numbers one 
through nine. 

6. Examine Slot and Remove Shim. Put Torch in Knothole. Now it’s safe to Drop All. Lift Mast. Get All. Go up and 
Get Beam (Mast), noting its Hieroglyph. 

7. Examine the Dead Adventurer for the (Poison) Ring. Save the game and Wear Ring. Deciphering the Chamber 
or the Silver or Gold Room Hieroglyphics here would give away too much! Be content by getting the Gold and 
the Silver Chalices. 

8. Take and Drop First, Third, then Fifth Brick, just like the Scroll “tells” you to do. 

9. Break Plaster with Axe. 

10. Place the Mast in the Niches, like the Hieroglyphics there tell you to do. Stand on the Beam. Break Plaster with 
Axe. Open Door. 

11. You need the Mast again. Put the Mast between the rocks. Open Door. 

12. Put the jeweled Clusters in their appropriate comers to match up with the God’s rooms in which they were 
initially found, Diamond in First, Ruby in Second, Emerald in Third, and Opal in Fourth. Be sure to take your 
Knapsack. Lift Slab. Get Book and Spatula. Read Book, noting its Hieroglyph. Open Book with Spatula for a 
little more easy reading! Take Beam when you’ve left. 

13. Put the Beam under the Timber. Examine the Door and Break the Seal with the Axe. Open Door. 

14. Put the Gold and Silver Chalices on the two empty discs on the left and on the right. Pour Water into the Silver 
Chalice, or as an alternate, put the Cigarette Pack in the Silver Chalice. This will balance the scales, and permit 
you to Get the Scarab. Note its Hieroglyph. 

15. Place the Book in the Large Recess of the Queen’s Sarcophagus, and the Scarab in the Small Recess. (This is a 
direct translation of the Hieroglyphics in the Book.) Turn the Gods in the order implied by the number of 

in each of their names, that is, Neith, Selkis, Isis, and Nephthys. When you now move the lid, you have won 400 
points but lost something else. Yes, this is the end, there is no other way of getting a perfect score, and no way of 
avoiding this ending. You can, however, by using the beam to cross the Pit, get out of the pyramid with 395 
points. 


282 



KABUL SPY 


1. Buy Ticket (for Bus at 8 Rubles). Get Matches. 

2. Give Ticket (to Bus driver). 

3. Drop all Objects except Money. West. Get Mugged. (They leave Money Belt, but take everything else.) 

4. Look Dirt. Bribe Guard. Give Guard 215 Rubles. Prison's name is TARSIDAN. 

5. Buy Ticket to Quetta (40 Rubles). NE Border is also 40 Rubles, but you can't win that way. 

6. Move Bed. Get and Read Newspaper. KOJA means Where. KOMAK means Help. SALAM ALEIKOM means 
Hello. 

7. Kid wants 100 Rubles, will take 10. Note you must have a minimum of 27 Rubles for later. Go West. South. West. 
Boy's Note says East, North, East, which is the way he got here from there. 

8. Say Go To Hell. 

9. Say KOJA HISRIN (where's Hisrin?). 

10. Shoot Priest (or he'll have you Mugged at the River). Return to Bar. 

11. Say KOJA (to Hisrin). SHOMAL means North. 

12. Light Cigarette. North. Save Game. (Cigarette may go out before you can use it.) 

13. Light Lamp with Lit Cigarette. Get Keys. 

14. Welcome to the Original Adventure! Get Necklace. Say XYZZY and teleport to Inside Building. You'll need 
Knife, Keys, Money, Rod, and Lamp. 

15. Buy Staff. Offer 20. Buy Photo. Drop Belt. Staff needed to traverse Trails North of City. If you're broke here, 
Sally will get you home to start over. 

16. Iranian Commo Camp may be visited with Picture. Good for 20 points, but no other bearing on game. Leave 
and Drop Picture. 

17. Get Silver Bar. Rebel can be shot, or you have two or so moves to get in and get out. 

18. Get Gold. The Word is SUIRIS. Two or so moves and Chomp! 

19. Ask (Dying) Man. Unlock Tank. This area is a good place to temporarily leave objects and treasures. Add Oil and 
Wirecutters to pile. 

20. Get Rifle and Diamonds. Check out the Map. (Look Map.) 

21. Erase Bridge. 

22. Say KOJA TARSIDAN (to Bartender). MAHGREB means West. Going West now shows a path to North that 
wasn't there before. 

23. Drop Rod. Get Shovel. 

24. From Edge of Minefield and using Dagger as the Probe, North (into Minefield). N.E.E.N.N.E.N.E.E.N.E. Get 
Bullet for Rifle. No need to load Rifle. 

25. To Outer Fence from Jeep, West (into Minefield). N.W.W.N.N.W.W.W.N.N. Cut Fence (with Wirecutters). 

26. Shoot Guard. Dig (with Shovel). North to Messhall. Get Bars. Professor will follow you, but won't talk. You 
cannot open the Trapdoor from the Messhall side. There are two ways to get the Professor. Either one can 
result in achieving your primary mission; you must go both ways if you are playing for points. 


283 


KABUL SPY (continued) 


27. The second way of getting him starts at the Iron Door. Say SUIRIS. Get Emerald. 

28. Put Oil on Rust. Open Door. 

29. If you went here before doing the mine field bit, sure hope you have the shovel! 

30. Smoke Grass. Get Device to East. 

31. Reset Gate. 

32. Put Device on Canopy. Go MIG. 

33. Close Canopy. Fly MIG. Get your score and number of moves. There are 700 points available, but in the game 
as played above, there are still 50 points lurking about, as you will get 650. 


LABYRINTH OF CRETE 

Parti 

1. Separate and go around. 

2. Chop Bridge with Ax, Get Boards. 

3. At Bridge, Drop Worms, Get Turtle. 

4. Give Hermes the Turtle, Get Lyre. 

5. Give Apollo the Lyre, Get Fire. 

6. Bum the Plank. 

7. Bum the Hydra. 

8. At Obelisk, Climb Hercules, get Rose. 

9. At Sphinx, Say Man. 

10. Give Eros the Rose, Get Bow and Arrow. (Give the Coin to Phineas for a clue.) 

11. Shoot Harpies, Get Talisman from Phineas. 

12. Drop Talisman by Dove, Get Dove. 

13. Dove will calm the clashing rocks. 

14. Separate. Jason to Castle; Hercules to Atlas, hold Earth. Get Golden Apple. 

15. Tell Hera “Atlas” to free Hercules. 

16. Hercules holds Cerberus. Jason gets by, and Hercules can then follow. 

17. Give Charon the apple, get word “DNECSED.” 


284 




Part II 


18. Get Wooden Bowl from the children. 

19. Look at the Fire, Speak to Theseus. 

20. Fill Bowl at River Lethe. 

21. Look at the Myrtle, Get Seeds. 

22. At Elysian Fields, Drop Seeds, Get Fruit. 

23. At Poverty, Give Water, Get Fruit back. 

24. At Hunger, Give Fruit, Tantalus freed. 

25. Get clue from Tantalus. 

26. Have Jason speak to Rhadamanthus. 

27. Get “stoned” Jason; Get Whip from Tisiphone. 

28. At Condemned Titans, Use Whip, Get Fire. 

29. At Hydra, Drop Fire. 

30. Get candle in Hallway, and speak to Fates. 

31. At Sunken Rock, Drop Statue (Jason). 

32. Whip Griffin, Get Hope Jewel. 

33. Separate, one at Lord Hades, other at Ixion. 

34. At Ixion, Drop Jewel, Get Pandora’s Box. 

35. At Disease, Drop Box, explore balance. 

36. At City, Drop feathers and candle, Get Wings. 

37. From Canyon, Fly up to Part III. 




Part III 


38. At Oceanus, Drop Idol, Get Trident. 

39. At Sparkling Cave, Drop Trident, Get Ore. 

40. At Forge, (Part II), Drop ore, Get shield. 

41. With Wine Cup, at Crude Shaft, separate; Jason enters Chamber, Get Ambrosia. 

42. Give Ambrosia to Bacchus for clue. (Nectar from Part II also works.) 

43. Say Theseus to Ariadne, Get Ring. 

44. At Castle, Jason touches Midas, Get Gold. 

45. At River, Drop Gold, restore Jason, get clue. 

46. At Cavern, “Free Dagger,” Get Dagger. 

47. Kill Medusa, watch Pegasus fly away. 

48. Give Athena Medusa's head, Get Girdle. 

49. At Chamber, Drop Girdle to find Pegasus. 

50. At Vault, one gets killed, Get Vial. 

51. At Golden Fleece, Open (Free) Serpent's Teeth. 

52. At Forest, Get (Free) Serpent's Teeth. 

53. At Vault with Fleece, Say “YRECROS,” Get buddy. 

54. (Part II) At Shore, Drop Teeth. 

55. (Part II) At Shore, with flat stone, Kill Skeletons, Get word “YRECROS.” 

56. (Part I) At Cave, Drop Ring, Get Sword. 

57. Kill Minotaur at Labyrinth End. 

58. Give Fleece to Zeus—ascend to Olympus. 


286 




MADVENTURE 


1. Read Book. Light Lamp. Deposit Key, Crowbar, Bottle, Book and Lamp (in Chute). 

2. Eat Sandwich. Go Hole. You’ll get squashed if you’re carrying anything. 

3. Read Book. Eat Key. There are two more important clues in the book which will appear in due course. Keep 
checking. 

4. My vote for the best one-command puzzle in all Adventuredom. So simple, so obvious, so difficult, so Take 
Fork! 

5. Drop Bottle. Get Ball. Throw Ball. Get Kewpie Doll. 

6. Use Fork. Get Diamond. Back. 

7. Take Shell. Get Fork. Drop Shell. Drop Fork at Checkpoint. 

8. Give Doll (to Beggar). Beggar only appears once. The key words in his clue are “On and Off.” 

9. Use Crowbar. Drop Crowbar. Get Earring, Pewter, Pearl and Crystal. 

10. Clean Rocks. Say KATIE. Drop first load of treasures. KATIE will return you underground. 

11. Climb Ivy for five points. The Stick isn’t needed. 

12. Can enter only with Ruby and Book. Leave Book for fifteen points. 

13. Lamp Off. (Recall the Beggar’s words.) 

14. Get Coin and don’t forget (or Eat) Candy, as it’s worth fifteen points. Entering Lobby is good for ten points. 

15. Say PLUM (Hint was in Book). Say KATIE. Get Revolver. The effect of magic words changes a bit if you’re 
carrying the Ruby. This approach also gets the Book to the Library in a move-efficient manner. 

16. Pet Cat. Teleport to Catwalk. 

17. Get Spoon. Go Mirror. Find Emerald in Maze. Exit from Pit in Maze. It’s the only way to get Ruby out. 

18. Get Fork. Get another Kewpie Doll. Get Jewel. 

19. Drop all treasures off in the Lobby. With careful planning, and using KATIE and PLUM from the beginning, 
the game can be completed in 181 moves, assuming no saves, inventories or errors. Don’t mess with Sandwich 
or bother to Read Book. 


287 



MASK OF THE SUN 


1. After Leaving Plane and Getting in Jeep, drive to Hut. Get food from Jeep. Get out, and Enter Hut. Give Food 
to Old Woman. Get Flute. Leave. 

2. At Clearing, learn word XOTZIL. Get out of Jeep. Drop All But Pills. Put Head on Statue. Never drop 
until you have Mask. 

3. At Northwest Pyramid, Take Rope and Lantern from Jeep. Light Lamp. Enter Pyramid. Shoot Snake. (As soon 
as Snake appears, push a key. Snake will strike when the “clock” that he just started runs out.) 

4. Search Platform. Open (Hidden) Door. Get Jade Bowl. Drop to basement. You can get to Basement from Pit, 
but would never get the first Bowl—a bummer. 

5. Ask Apparition. Get clue. Get Gold Bowl. 

6. Hit Skeleton With Amulet. Get Silver Bowl. 

7. Put Urn on Right Pedestal. Door opens. Go back to Jeep. Note: Rest of this Pyramid and all of the five room 
jobber to Southwest has no bearing on solving the game. 

8. The Southwest Temple (Side 2) and all contents are not in-line to the game. It’s all for the clue that these are 
two Masks. Search Door. Get Gold Key. Unlock Door (where the Block is) With Gold Key. (You may also Move 
Block. Get (useless) Black Key. Cut Web.) Path to Pool through Maze is Forward. Left. 

Forward. Right. Look Pool. 

9. At Northwest Temple (Side 2), Go Hole. Get clue from corpse. Save game at this point. 

10. In Gas Room, depart immediately to Southwest. Sayonara Raoul. Good luck in jumping over the Lava Pit. 

11. At Two Stone Idols, Say XOTZIL. Note: To left is Dark Pit, can get out by pounding around for a while. To 
right is Maze, needed like a hole in the head. 

12. In Mask Room, Look at Carving. Put Amulet on Altar. Take Mask. Search Altar. Find real Mask (first one now 
disappears). The disease is now cured; you can drop Pills. Wear Mask to find exit. 

13. The answers to two of the three riddles are Fire and Man. You only need one, so forget the other. If you blow the 
answer, you get dumped into the Black Pit. Beat on keyboard a while to get second/third shot. 

14. From Maze 1 entry, Right, Left, Left, Left. Forward to Mirage or Right to Falling Room. Enter Maze 2 from 
Falling Room. 

15. Maze 2 is a key-pounding, fifty-two location, slow section. Don't bother mapping. Regardless of direction 
chosen, you get to the identical location. Sometime after the seventy-fifth move, Roboff will appear; save 
game immediately. 

16. Give Mask to Roboff. Play Flute. Watch the fireworks. 


288 




MISSION: ASTEROID 


1. Open Door. Go Door. 

2. Look Watch. Push Switch. Starstruck. (Note: Each move takes five minutes.) 

3. Salute General. (Brass can get up-tight about the damdest things!) 

4. Get and Insert Diskette. Into Computer. Write down the Flight Plan. 

5. Open Door. No sweat to pass Preflight Physical if you Exercise and Take Shower. (Sounds like my doctor.) 

6. Push Blue Button. Blue opens North hatch, closes South hatch and raises the ladder. Orange is the reverse. 

7. Look Console. Read (and write down) Console Sign regarding Rocket Operation. Combine with Flight Plan to 
come up with: Push Throttle. Push (Blue, Black, Orange, White, White, White, Blue, White, Orange, Orange) 
Button. Pull Throttle. 

8. Get Spacesuit. Wear Spacesuit. Don't Turn Dial until you are in Vacuum Lock; air is limited. (Note: The Violet 
Button closes door behind the Console. It need never be pushed as it slows you down when time is critical.) 

9. Read Watch. If it's later than 5:05 PM, it won't reach, so start over. Set Timer. 120 Minutes. Drop Explosive. In 
Pit. 

10. Return to Earth by: Push Throttle. Push (Blue, Blue, Black, Orange, Black, Black, Black, Blue, White, White) 
Button. Pull Throttle. Things are cool if you're on Earth when the explosives go off at 7:15 PM. 


289 



MISSION IMPOSSIBLE 


1. Sit Down in Chair. Push Red (arms bomb). Push White (disarms bomb). Get Up. Get Visitor’s Badge. (Door 
sequence is White, Yellow, Blue.) 

2. When Thud sounds, find and Frisk Saboteur. Take body and badge to White Room. 

3. At White Room Door, Show Visitor s Badge. 

4. Break Glass with Recorder. With Saboteur s Badge and body, show Badge. Get Yellow Key on Ledge. Return 
to Chair. 

5. Unlock Yellow. Push Yellow. Push Red. Push White. Get Maintenance Badge. 

6. At Yellow Room Door, Show Badge. Shake Mop for Blue Key. 

7. In Chair with Blue Key. Unlock. Push Blue. Push Red. Push White. Get Security Badge. 

8. At Blue Room Door, Show Badge. Take Water. Get Suit. Kick Plain Door. Leave Water in Break Room. 

9. To see movie, Install Control Room Film in Projection Booth and go to White Visitor’s Room. Push Green. 

10. In Control Room, Wear Suit. 

11. With Cutter, Cut Red Wire. Take Bomb to Break Room as soon as possible. 

12. Drop Bomb. Take Water. Pour Water. 


290 




MUMMY’S CURSE 


1. No puzzles, but a few traps. Don't leave without Flashlight, Gold Coins, Matches and Ewer (with Liquid). Be 
sure to Drink Water whenever you pass the Oasis. 

2. (Need Flashlight.) Write down Amulet meanings: HORUS=Strength; APEP=Snake; SMA=Lung. 

3. Buy Knife and Shovel. 

4. Dig (with Shovel). 

5. Bum Incense (from behind Stone Altar, where you got the SMA). 

6. Say Hello. 

7. Pour Liquid. 

8. Pick Door (need Knife). 

9. Use HORUS. (North.) 

10. Use APEP. (North.) 

11. Carve Key (need Knife and Stick). North. 

12. Make Rope (need Hemp). Cut Trees (need Axe). Get Logs. Make Raft. 

13. Use Raft. 

14. Use SMA. 

15. Wave Sceptre (rise in air). You automatically get Mask. 

16. Keep Working. Try a few directions until Mummy kills you. Say “Y” to the question about replaying. You are 
returned to the Oasis, but with the Mask. Thus, though you were killed off, you win! 


291 



MYSTERY FUN HOUSE 


1. To get in, Get Branch in Parking Lot. Chew Gum. Stick Gum. On Branch. Look Grate. Stick Coin. Go buy a 
ticket. 

2. Get Spectacles from Shooting Gallery. With them, you can find a hidden door at the Mirror Room. Get Valve 
Handle. 

3. With the Valve Handle and the Trampoline from the Small Room, Go Ladder. Turn Valve. Jump Up. 

4. After getting the Comb and Match, exit by a Roll. 

5. Go Slide. Get Key. Give Comb. Don't mess with the Drain Valve. Go Stairs. 

6. In Large Room, Merry-Go-Round must have been turned off by the Valve. Push Blue to stop Merry-Go-Round. 
Go Merry-Go-Round. Ride Horse. Climb Pole. Look Up. Climb Rope. Don't mess with the Red Button. Get 
Wrench. Open Door with Key. Get Flashlight. 

7. At the Rusty Grate in the Parking Lot, Remove Bolt with Wrench. Move Grate. Have the Flashlight and the 
Match handy. 

8. At Sewer System, look in Heel, if you haven't already done so. Chew Gum. Stick Gum. On Fuse. Stick Gum. On 
Grate. Light Match. Light Fuse. Didn't work, did it! Well, Close the Door, dummy! 

9. On the return leg of Step 5, the Out-of-Order Sign from the Vending Machine should have been hung in the 
Shooting Gallery. 


MYSTERY HOUSE 

1. Go Steps. Open and Go Door. 

2. With the Hammer from the Attic and the Candle from the Dining Room, Open and Look Cabinet. Get 
Matches. Open and Look Refrigerator. Get Pitcher. Look Sink. Get Butterknife. Water On. Get Water. Move 
Cabinet. Break Wall (with Sledgehammer). 

3. With Lit Candle, try leaving. Pour Water. Look Hole. Get Key. 

4. After Getting Towel, try to Get Picture. With Lit Candle, try to Get Picture. Unscrew Bolts. With Butterknife. 
Get Picture. Press Button. Go Wall. 

5. Wipe Algae. Get Brick. Get Jewels. Get Key. 

6. Look Telescope. (Permits you to see Hidden Trapdoor). 

7. Unlock and Look Trunk. Get Pistol. Go Door. Open Trapdoor. Go Trapdoor. 

8. Kill Daisy. With Pistol. Exit via front door (with the Skeleton Key) and become a Guru Wizard. 


292 




OLDORF’S REVENGE (WIZARD I) 


1. Select a Thief as your original character. Unlock Door. Down. Get the ten gold pieces U and D from the 
Junction. 

2. Change to an Elf. Down. As a Cleric, Translate. Gold. Get five Gold Coins. 

3. As Wizard, Cast. Get Sword. 

4. Still as a Wizard, Cast to open Spun Glass barrier. 

5. Still as a Wizard, Cast away the Snake. 

6. As Magician, ZPWW. Get five Gold Coins. 

7. As Strongman, Move. Get five Gold Coins. 

8. As Elf, Down for five Gold Coins. 

9. As Gladiator, Attack (twice). Down for five Gold Pieces. You may now cross Bridge, but must have fifty Gold 
Coins to do so. Your count on remaining characters should be all fours, except for three Elves. 

10. As Cleric, Read. Get word Shazam. 

11. As Magician, Shazam. Get Skeleton Key. 

12. As Thief, Unlock Coffin (need Key). Get Ring. 

13. As Cleric, Read Books (need Ring). Malanthius. Get a Door and a Book. 

14. As Strongman, (U)p. Get five Gold Coins. Go Down twice for next phase. Your character count should not be 
worse than 2,3,4,3,3,3,4. 

15. As Wizard, Cast to lower Drawbridge. 

16. 1666 (i.e., MDCLXVI in Roman numerals). Get Sceptre. 

17. As Wizard, Cast to get rid of Sentry. You can go North and South three times to get all three Mushrooms, but 
you'd eventually regret it. Take only one, like the Possession Limit says. 

18. As Strongman, Move Table. Move Chair. Get Cross. Bar of Gold is next door. 

19. As Cleric, Listen. As Strongman, Move (repeat until it's gone). Down to Get Diamond. Go on to next phase. 
Your suggested character count should be no worse than 1,3,4,1,3,3,3. 

20. Either as Gladiator, Kill, or as Wizard, Cast. 

21. As Wizard, Cast. Then as Magician, Magic. 

22. As Magician, Magic. Down and Get Tiny Key. 

23. As Wizard, Cast. Get Lynxor's Treasure. Don't forget the fifteen Gold Coins. 

24. As Cleric, ZELOT (Tolez, spelled backwards). Get ten Gold Coins. 

25. As Thief, Unlock Door (need Small Key). 

26. As Strongman, Move (repeat until all are moved). Get Necklace. Move (again), so you can get out later. As Elf, 
Down for ten Gold Coins. 

27. As Wizard, Cast twice, and once more to the West. Get Ickyup's Ruby Treasure. 


293 



28, Still as Wizard, Cast to get the last of the Gold. At Special Junction 3, (X)it the game and be advised that you are 
a “Grand Exalted Whiz Bang All Time Poobah Wizard and a Nice Person!” You should also have 300 points 
from the following items. 


55 Gold Coins 
Valuable Book 
Powerful Sword 
Skeleton Key 
Oldorf’s Ring 
Magic Mushroom 
Valuable Cross 


Large Diamond 
Gold Bar 
Onyx’s Sceptre 
Tiny Key 

Ickyup’s Ruby Fortune 
Zit’s Necklace 
Lynxor’s Treasure 


OO-TOPOS 

Note: I found it difficult to detail a solution to this game. I noted discrete puzzle solutions, but the main task is to 
collect the forty-five or so objects and haul them to the Hull of the spaceship, some 142 rooms later. Property 
management is a major task. You should use several intermediate dumping points to minimize a lot of running 
around. 

1. Get Laser. Shoot Alien. 

2. Catch Snarl (with Cage). 

3. Pour Flask. Fill Flask (in Acid Room). Pour Flask. 

4. Release Snarl. Get Gyro. 

5. CROND teleports between here and East End of Wide Tunnel, a good place to collect objects. 

6. Get Goggles. Wear Goggles. Look. Get Axe. Chop Partition. 

7. Get Dart. Throw Dart. Need Translator to read the Plaque. 

8. Get Cylinder (need to Wear Gloves). 

9. Get Phase Shifter (need to Wear Gloves and have Field Nullifier). 

10. Wear Goggles. Look. Get Jewel. 

11. Fill Flask at Pool of Water. Pour Water. Collect any stolen treasures from Stockpile Room. Note: The effect of 
the Water wears off after a number of moves, so refill the flask and keep it nearby. 

12. TAKA<->LEVA teleports between here and the Crimson Beach, two locations North of the Hull. Get Wrench 
(Wear Goggles). 

13. Get Pouch. Kill Crabbette (with Pouch). May have to pick up Pouch again, and keep trying at next Beach 
location as your luck (and Crabs, too) is randomized. 

14. TUGO-TUSTA teleports between here and Solarium. 

15. Get Needier. Shoot Gras. Get Chest (Wear Suit and Gloves). 

16. Open Box (Wear Goggles). Get Compass. 

17. Search Trash for 6502 Chip. 

18. Feed Huja (need Tiny Seeds, he won’t eat the Freeze Dried stuff). Get Navigation Chip. 


294 




19. With all spaceship parts by the Hull, Wear Goggles. Get Wrench and Manual. Build Ship. Haul all objects into 
the Storage Hold. (Enter Ship.) 

20. At Bridge, Up. N.N.W.N. Unload the Hold. Type Score. Don't know the maximum score; my best was 130. 


Spaceship Parts 

Useful Objects 

Treasures 

Tachron Power Cylinder 

Goggles 

Small Ring 

Gyroscope 

Vibroaxe 

Library Crystal 

Oxygen Recirculator 

Gloves 

Plasma Sphere 

Seamless Box (Compass) 

Pressure Suit 

Vega Silver 

Navigation Chip 

Flask (Acid/Water) 

Psi Cube 

Repair Manual 

Cage (for Snarl) 

Elixir Energy 

Converter 

Field Nullifier 

Double Helix Healer 

Water System 

Light Rod 

Atom Transmuter 


Translator (sort of) 

Emerald Flower 


Plaque (Ticket) 

Terran Relics 
Harmonica 

Weapons 

Other Stuff 

Ruby Seashell 

4-D Mirror 

Laser 

Food Packet 

Betamax Cassette 

Dart 

6502 Chip 

Moon Jewel 

Needier 


Rainbow Cloth 

Seeds (sort of) 

Jade Seahorse 



295 



PALACE IN THUNDERLAND 


1. Open Clock. Drop Mouse (from Kitchen). Now the flashlight will provide fifteen turns, rather than six, before 
it runs down. Six won’t do the job. 

2. Get Package. Open Package later (with Shears). Get Ermine Robe. 

3. Get Drumsticks. Wave Sword in each room, sometimes fun, sometimes clues. Try it here. Get Gold Record. Get 
Hairloom en route to Landing. 

4. Turn Bed. Get Tag. Get Key. Drop Tag. Leave Package and Gold Record in Storeroom. 

5. Unlock Door (with Key). Get Shears. Get Flashlight and Jugs on way back. , 

6. Open Vial. Rub Medicine. Look Mirror. Cut Hair (with Shears). Weave Hair. Get Hair Net. Leave Hairloom in 
Storeroom. Open Package now (with Shears). (The clue to the hair sequence comes from Waving Sword in 
Parlor.) 

7. Penny appears only after the lights go out. (Flashlight On.) Be near here at twentieth move after Thunderstorm 
starts. 

8. You can Kill Jabberwocky (With Sword), but then you’ve got a no-win game on your hands. Try “Catch 
Jabberwocky” (with Hairnet). Get and Wear Boots. 

9. Wearing Boots and with Flashlight and Penny, Open Box. Insert Penny. Let there be light! 

10. Give Jug (to Carpenter). Get Prybar. Carpenter will follow you. 

11. Walrus and Carpenter, get it? Open Oyster (with Prybar). Get Pearl. 

12. Drop Jabberwocky. Get Sceptre. 

13. Move Rack. Get Chateau Lafeet. (Carpenter will swill that too if you are dumb enough to let him.) Say 
Inspector. Get Diamond. (Clue is in Pink Guest Room.) 

14. Say Seebone. (Like Sword says.) Get Spikey Ball (Hedgehog). 

15. Put Globe, Duster, Drumsticks and Prybar in Mingo Mender. Get Flamingo. 

16. Say Revolt. Get Crown. Have fun with Drop Ball. Hit Ball (with Flamingo). 

17. Drop balance of treasures in Storeroom. Wear Robe and Crown. Take Sceptre. Go to Top of Turret. Wave. 
Drop everything in Storeroom. Go down to Courtyard for finale. 


296 




PIRATE ADVENTURE 


1. Take Book (Opens Book Case). Read Book. Open Book (twice). Go Passage. Get Bag and Torch. 

2. On Ledge, Wear Sneakers and with Book, Say Yoho. 

3. Give Pirate Rum. Get Chest on way back; leave it on beach. Parrot will stay if you have Crackers. (Dropping 
Sneakers and Book on Beach will minimize the inventory management problem.) 

4. Matches for Lamp are in Bag. Get Hammer and Wings. Leave balance for now. Return to London Flat. 

5. Pull Nails with Hammer. Get Nails and Keys. Get empty Bottle and Wake Pirate in the Musty Attic. Return to 
Sandy Beach. 

6. Open Chest and look twice. Get Plans and Map. Wearing Water Wings and with empty Bottle, go in Ocean and 
fill Bottle. Catch Fish. 

7. Take the Torch and Matches. Give Fish to Crocodiles. Get Lumber, Shovel and Sails. 

8. With Shovel, Get Anchor. 

9. On Beach, Build Ship. Plans say what you need. 

10. Board Ship. Raise Anchor. Set Sail. 

11. On Beach, Dig. Get Rum. Give to Pirate. 

12. In Monastery, Release Bird. Get Dubleons. 

13. In Barren Field with Hammer and Shovel, Walk 30. Dig. Open Box. Get Stamps. 

14. Wake Pirate. Return to London Flat. Drop both Treasures, say Score. 


297 



PLANETFALL 


1. Nothing really can be done until the explosion occurs. Enter Pod. Get in the Web. Wait until Pod lands. Get out 
of Web. Get Kit. Open Bulkhead. Leave Pod. Swim Up. 

2. Look at Crevice. Hold Metal Bar Near Key. It’s magnetic, so don't carry it when you have any of the Access 
Cards. 

3. Search Robot. Get Upper Elevator Card. Turn on Robot. You could turn him off later to get it, or Floyd will 
eventually volunteer that he has one. 

4. Open Lock With Key. Remove and Drop Lock. Open Door. Get Ladder. Leave the Can and Key. 

5. Drop and Extend the Ladder. Put Ladder Across the Rift. 

6. Look at the Desks in both Offices. Open Drawers and Get the three Cards. 

7. Slide Kitchen Card Through Slot. 

8. Examine Machine. Open Canteen and Put it Under the Spout. Press Button. Close Canteen or Drink the Liquid 
if/when you are hungry. Carry a full canteen with you. 

9. All you need from here is the Bedistor. 

10. This area is a red herring with no bearing on the game. Ditto for the Dorms and Sanitary Facilities, although it's 
a good place to sleep. 

11. Press Red and Blue Buttons. Wait for the elevators to arrive. In the Red (Upper) Elevator, Slide Upper Elevator 
Card Through Slot. Press Up. 

12. Push Button for a message. The clue as to type of coolant required for repairs is the color of the flashing light. 
Go down to the Machine Shop. Put Glass Under Spout. Press (color of the light) Button. Take Beaker to 
Communications Room and Pour Liquid in Hole. Repeat process for all the subsequent colored flashing lights. 

13. In the Blue (Lower) Elevator, Slide Lower Elevator Card Through Slot. Press Down. 

14. In Control Room, Push Lever. Pull Lever at 45 MPH. Pull Lever when you see Deceleration Sign. Coax Shuttle 
into Station, if necessary, by Pushing and Pulling the Lever. 

15. Floyd, North. Floyd, Get the Shiny Fromitz Board. Nothing can be done with the broken robots lying around 
here and in the Infirmary. 

16. Open Lid. Remove Second Board. Insert Shiny Board in Panel. 

17. Open Cube. Pull Fused Bedistor with Pliers. Put Good Bedistor in Cube. Drop Pliers. 

18. Although not necessary for winning, it's fun to Put (Green or Red) Spool in Machine. Turn on Machine. Also, 
spend some time on interesting reading and background with the computer. Turn on Computer. Type 
(number). 

19. You can change uniforms if you wish. Open Pocket in Lab Uniform. Get Combination and Teleportation 
Cards. Remove and Drop Old Battery and Install New Battery in Laser. 

20. Slide Teleportation Card Through Slot. Push (color) to teleport to other Booths. Combination Lock on 
Conference Room Door can only be opened from the outside. 

21. Read Output. Make sure Floyd sees that the Computer is down, or he won't volunteer to do something later. 

22. Open Bio-Lock. Look in Window. Watch Floyd's reaction. Open Door. Close Door. Open Door when Floyd 
knocks. Close Door. Get Microminiaturization Card. 

23. Slide Micromin Card Through Slot. Type 384. 


298 



24. With Dial set at 1, Shoot Speck with Laser. Again, until Speck is destroyed. (Try it with a different setting from a 
saved-game position.) 

25. With Dial set at anything except 1, Shoot Microbe with Laser. Again, until Laser is warm and text notes that 
Microbe has taken interest in the heat. Throw Laser Off Strip. 

26. Open Desk. Get and Wear Gas Mask. Save Game . Push Red Button. Wait a turn for the gas to take effect. Open 
Door. West. Open Door. West. (Don’t stop to close it!) Open Door. Move directly and immediately to where 
the Mural was seen. Enter the Elevator. Push Button. (Interesting variations on the game outcome and final 
printout occur if some of the Comm, Defense, or Course Control units are not repaired and you get through to 
the final elevator.) 


1 . 


2 . 

3. 


4. 

5. 

6 . 

7. 

8 . 
9. 

10 . 

11 . 

12 . 


PYRAMID OF DOOM 


To get into Pyramid, go into Pool back where you started. Get Water (in Canteen). Get Large Key. With Shovel 
Dig in Desert North of Pyramid. Get Small Key. Dig by Pyramid also. Unlock Tiny Door with Small Key. Move 
and Drop Stone. Light Flashlight. Unlock Big Door with Large Key. Did you try opening the main door before 
unlocking the Tiny Door? 

Search the Ashes. Get Gold Necklace. Wash Coal (need wajter in Canteen). Get the Ruby, only it’s not a 
treasure! With the Flute from the Hallway, Take Basket. Play Flute. (Pistol won’t do it.) Go Passage. 

Starving Rats will attack randomly. They can be satisfied by the Camel Jerky from the Hieroglyphics Room. 
Of course, if you did that there won’t be any left when you really need it. Don’t waste the bullets here 
either—drop them. 

Feed Oyster (the Beef Jerky). Get Black Pearl and gain access to the Archway, avoiding the Rats. Dump your 
treasures. Shovel and Flute are no longer needed—drop them. 

Open and Go Sarcophagus. Pour Water (from Canteen) on Tanna Leaves. Take Tapestry. Get Skull and Box 
from Alcove. Search Box twice, taking the Iron Glove, but leaving the Box and Bones. 

In Mummy Room, Search Skull, get Gold Teeth. Drop Skull in the Tall Room. Get Saw. 

Wear Glove. Hit Wall. Feel Floor in the Mirror Room for Gold Coin. East. Light Flashlight. Get Scarab. West. 
West. Light Flashlight. Probably a good time to haul treasures up in the Hieroglyphics Room. 

Saw Table with Saw. Get Diamond Necklace. Shoot the Nomad when he appears randomly. 

Throw Rope (from Long Narrow Passage). Search Explorer. Get Gold Pin. Search Rubbish for Carving, but 
only once. As far as the Purple Worm is concerned, he’s invincible—you aren’t! 

You can pull the Pharoah’s chain, but to fix him, go back to the Narrow Ledge (over a Pool of Acid). Throw 
Ruby (his Heart). Now pull the Chain. Don’t forget the Platinum Crown in the Chest. 

In the Treasure Room, you need the Iron Glove and Small Key. Wear one and use the other to unlock the 
Treasure Coffer for the Bracelet. Saw Window to get Platinum Bar. Haul all loot to the Hieroglyphics Room 
and say Score. 

A summary of things not to do include: breaking mirrors; jumping in (Acid) pool; searching basket twice; 
pulling chain a third time; searching trash a second time; ignoring the Mummy, Rats, Pharoah, Worm, and 
Nomad; opening Pyramid Door before opening Small Door; opening Coffer without wearing Iron Glove. The 
treasure summary: 


Tapestry 
Black Pearl 
Jade Carving 
Platinum Crown 
Gold Coin 


Gold Necklace 
Gold Teeth 
Sapphire 

Emerald Bracelet 


Diamond Necklace 
Gold Pin 
Gold Scarab 
Platinum Bar 


299 



QUEEN OF PHOBOS 


Note: Inventory management can be a problem in this game as you can only carry five objects at a time. 
Objects randomly located at the start of each game include the Token, Wrench, Beer, Pot, Cable, Gas Mask, 
Gas Grenade, and Electric Crossbow. Be sure to dig in all five planet surface locations. Each of these objects is 
used once. If you cannot locate the above objects before venturing into the stateroom maze, you'll have a 
tougher time solving that specific game, so you may wish to consider rebooting. 

1. Push Button. Get Message. 

2. Get rid of the nuclear device. Don't Push Button. Take it and the cable to the Unidentified Room, Attach Cable, 
go outside on Hull, and Throw Device. 

3. Turn Spigot (need Wrench). Fill Pot. 

4. Get rid of the five looters; if you delay too long, they will get you. The objects to use for them are: 

Dr. Hunter Electric Crossbow 

Yuggeth Wear Gasmask; Throw Grenade 

Joe Surgical Chainsaw 

Geuse Zazu Beer 

5. At the Claw Machine, Insert token, Hit machine, repeat until you Get Key. 

6. Push Button. Teleport to Planet. Dig (need Shovel) in all five locations. If you get zapped back to the ship, Push 
Button again. Just don't push your luck with a third push. 

7. Unlock Locker (need Key). Get Salt. 

8. Take the following objects along to get the Mask: 

Salt 

Pot filled with Electrolyte 
Any other object 

To get to the center of the ship from the Captain's Quarters, North, North. Then W.S.E.S.E.S.E. 
E.E.S.W.S.W.W.N.W.W.W.N.E.N.W.W.S.S. 

9. At the Laser Room, throw any object into it. 

10. Throw Salt at the Zombie. 

11. Throw the Pot with the Electrolyte to get Mask. Wear the Mask or your head will explode. 

12. Push Button. If you have the Mask, you are promoted to Field Major. If you don't have the Mask, well—it's a 
quick way to go. 


300 



THE QUEST 


1. Buy the lot. You can afford it and there is no inventory problem. 

2. Tie Rope. Get Gold. Up. 

3. Look Waterfall (opens a passage). Light Lantern. 

4. Tie Rope. Down. Get Young Dragon. 

5. If the Highwaymen get you, start over. Lisa will teleport you safely away if she is with you, however. 

6. Be sure to Buy Salt. Dropping it when the Young Dragon is around will cause him to fly off for parts unknown. 
Holding it in the presence of the big Dragon will keep you from being incinerated. 

7. Knock. Lisa will join you, but takes the Ring. She's handy with Highwaymen and for translating Dragonese. 

8. You're right, this Water is poisoned. 

9. No, the Village cannot be saved. 

10. Give Gold to the Old Man for a clue to a red herring. 

11. South. South. Get Key. No matter where you go now, you've had it—this puzzle is the red herring and you're 
shark bait! 

12. Young Dragons die when exposed to water. Put Young Dragon in Oilskin. (Wrap, Cover, Use, Protect or other 
synonyms won't work.) Move East, and immediately Take Young Dragon out of Oilskin, or he will suffocate, 
and big Dragons don't take kindly to having dead Cubs delivered to them. 

13. Attack. Move out of the area, return and Attack again. Repeat a third time. Get Sword, but its value in the game 
is questionable. 

14. The answer to the riddle is “Sphinx.” 

15. On entry to Dragon's Lair, Lisa will translate the Dragonese. Talk to Dragon. You must be carrying the Salt to 
stay alive for this sequence. Go find the Young Dragon Cub, and deliver him alive to the big Dragon. 


301 



THE SANDS OF EGYPT 


1. Get Shovel. North. Kill Snake. With Shovel. 

2. Take Canteen. North. If you’re going for the fewest moves, Fill Canteen. Take Canteen. Otherwise, take a 
second trip back after you’ve gotten some water. 

3. Dig. Get Torch. 

4. Dig. Get Magnifier. 

5. Drop All. Go Tree. Climb Tree. Get Dates. Down. East. East. Take Canteen. Feed Camel (need Dates). Mount 
Camel. Ride Camel. Dismount. 

6. Climb Pyramid. Get Axe. Look Carving. Oil Scepter (need Snake Oil). Pull Scepter. Take Canteen. Empty 
Canteen. Do the Camel bit. 

7. Fill Canteen. Take Canteen. Drink. Drop All. Take Axe. Climb Tree again. Cut and Take Fronds. Braid 
Fronds. (Get Rope.) 

8. Enter Pool. Hook Scepter. On Handle. Pull Scepter. Unhook and Take Scepter. (To get out of Pool, Climb 
Steps.) 

9. Light Torch. With Magnifier. Drink. Drop Canteen. Enter Drain. 

10. Float Boat. Enter Boat. Paddle Boat (need Shovel) twice. 

11. Tie Rope. To Boat. Tie Rope. To Pole. Go Arch. 

12. Translate Hieroglyphics. Drop Scepter. On Mummy. Drop All. Take Torch. Go Crack. 

13. Take Ladder. Go Crack. 

14. Look to let Boat drift under the Hole in the Ceiling. Drop Ladder. Climb Ladder. Take Canteen. Drink. Climb 
Steps. Do the Camel bit again, and dismount to fame and riches. 


302 




SAVAGE ISLAND, PART I 


1. Dig Sand. With Hands. Look Sand. Look Hole. Get Bottle. Drop Watch—it's not too useful. Get Coconuts in 
Palms and leave at Tidepool. 

2. By the Cave, keep away from Bear if he makes you nervous. Empty Bottle in Sink. Leave Empty Bottle by 
Lake. (You can wash off your nervous perspiration in the Lake, but any carried objects will get dropped.) 

3. Return to starting point by Swimming West. Go Crevice. Jump. East. Wait for Hurricane. After Crash, get Palm 
Log. 

4. Take Palm Log to Lake. In Lake, Hold Breath. Drop Log. Swim Down. Swim North. Get Knife. At ARGH, 
Swim Up. Hold Breath. Swim Down again. Swim East. Get Block. 

5. Swim West, leaving all but Palm Log at Secluded Cove. Take Log back East by Lake. 

6. Take Knife, Block, and Bottle to Tidepool. Get (Salt) Water. Drop other stuff. 

7. Take Bottle to Bear Cave. Go Crevice. Empty Bottle. Wait for Puddle to become Salt Pile. Give Salt to Bear. Fill 
Bottle (with Rum). (If Hurricane is simply too much for you, Say Yoho, but you can survive the storm the hard 
way.) 

8. When it gets dark, Sleep only at Secluded Cove. 

9. Get Bottle across Lake with help of Log. Drop Bottle. Take Log to Lake side by Bear Cave. Up. (Log gets out, 
you don't!) 

10. Cut/Take Vines. Get first Log at Large Plain. Get second Log and Coconut. Don't cut Coconut with Knife; it 
will work, but leave you in a no-win situation. 

11. Build Raft at Tidepool, using two Logs and Vines. Always cut and take a second set of vines for raft rebuilding. 

12. Go Raft. Sail Raft to Atoll, Give Bottle to Pirate. Get Bandana and Note. These objects and information are 
needed for Savage Island , Part II. 

13. Sail Raft to Beach, Move Stalactite. With Coconut. Go Crevice. Take Block into Force Field. Return to Bear 
Cave. 

14. At the Bat Guano, Dig. With Hands. Get Wire. Exit via maze into cave. Must have Bandana, Block and Wire. 

15. At Alien Machinery, Fix Machinery. With Wire. 

16. With Machinery fixed, Push Neanderthal’s Button. Go to Control Room. When there, Push Button. Say Free. 
Go Field. Get 123 password. 


303 



SAVAGE ISLAND, PART II 


1. Say 123 (from Part I. Saying 474 will also start game, but without the Bandana necessary to the solution.) 

2. Hyperventilate. Go Field. Breathe Out. Head for the Display Case. 

3. Look Hydroponics. Look Plant. Hold Breath. Push Button. Crush Flower. Drag Neanderthal to the Red Metal 
Room. 

4. At Console, Wear Bandana. Push Button. Say Free (from Part I). Push Button. 

5. At Blinking Light, Close Eyes. Go Field. 

6. On Bridge, Unravel Bandana. Tie Bandana. To Itself. Drop Loop. Go Loop. Push Button (resets Force Field). 
Don't forget the device. 

7. By Medicine Ball (useless), Untie Bandana. Tie Bandana. To Lever. To Treadmill. Go Treadmill. Hold Rail. 
Run (resets air supply). 

8. In Middle Control Room, Push Button. Move Red (Alien Device). Take Block. Go Field (arms Block). Drop it 
and get out. Drop Loop. 

9. Go Loop. Move Blue. Push Button. Get code sequence to decipher the story that came with the game. 


SECRET AGENT: MISSION ONE 

1. Get Pistol. Shoot Door. Go Cockpit. Open Cabinet. Get Parachute. Go Door. 

2. Lift Latch. Jump. Pull Ripcord. 

3. Get Fork. Sleep. Hit Nurse. 

4. Open Door. Go Door. Open Register (Get Money). Up. Take Card. Drop Card. Go Closet. Close Door. Wait. 
Open and Go Door. Get Card. 

5. Buy Drink. Give Drink. Repeat for information until he simply says “Thanks Man." 

6. Return to Hospital. Go Phone. Insert Dollar. 247-6658. 

7. Wait until Shopkeeper goes to answer phone. Break Glass. Get Tie. Don't walk by the front of this shop again! 

8. Buy Duck. (Get Ring.) Duck. Go Door (Get Doggy Bag). 

9. Go to Bus Stop. Wait and Look Watch until half-hour bus arrives. 

10. Get Hairpin. Try to catch immediate Bus to town. 

11. Break Window. Get Recorder. Move Picture. Open Safe (with Hairpin). Get Tape. 

12. Go Elevator. Jose Caldera. Go Elevator. Open Door. 

13. Get Package. Go Balcony. Throw Package. Go Room. Answer Phone (Get Password). Look at Recorder and 
follow instructions. Take Recorder along. 

14. Go Gate. Passwords vary, often being Shark or Tiger. 

15. Open Crate. Get Statue. Go Crate. 


304 




16. Get Rope. Open Door. Drop Food. Go Door. Close the door ! 

17. Tie Rope. Climb Rope. Push Brick (four times). Go Hole. Get Brick. Save Game. 

18. The ten by ten Maze is mappable. In the following, A = Straight; L = Left; and R = Right: ARLARLRLLARL 
RLRARRLRLRLALLRARRLRLLRA. Up. 

19. Open Door. Hit Guard. Take Uniform (Get Gum). 

20. Insert Card. Must have Uniform. 

21. Chew Gum. Push Button. Go Elevator. Stick Gum. 

22. With Plank from Corridor, Drop Plank. 

23. Push following buttons: 12 3 3. Don’t push 4 or 5. 

24. Insert Card and Go Door (after pressing Button 1). 

25. In the three or so moves before you get caught, Go Treadmill (causes you to lose two pounds). You should 
weigh 163 pounds now. 

26. Push Gem (On Ring; get Key). Unlock, Open and Go Door. Only to get caught again! 

27. Go Water. Unlock Grate. Go Platform. Repeat for Open and Go Grate, using only one move underwater. 

28. Insert Card and Go Door (after pressing Button 2). 

29. Read Book. GoTable. Go Duct. Get Extinguisher. Insert Card (door won’t open if Button 4 has been pressed). 

30. Pull Handle. Get Film. Insert Card (door won’t open if Button 5 has been pressed). Down. Go Door. 

31. Put Film. Look Microscope (Get coded color word, decode with code key from tape). Take Mirror. 

32. Look Books. Up (need Mirror). 

33. You must weigh what the drunk said, either 190 or 183. For 190, carry the Mirror (27 pounds) and the Recorder 
(5 pounds), but drop the Extinguisher (20 pounds). For 183 pounds, carry the Recorder and the Extinguisher, 
but drop the Mirror. The other items don’t change your weight. In either case you must have exercised to sweat 
off a couple of pounds. If you are a non-believer or want to check it out, go back to the Scale. If you can’t get 
back into Gymnasium, go up and push Button 1 twice. 

34. Look Computer. Insert Card. Go for Option 2. Enter decoded color, often Violet. Turn Dial (thirty minutes is 
only fifteen moves). 

35. Pull Lever. Whassamatta, didn’t work? Short on time? Don’t panic, just make sure that Microscope replaced 
Mirror, where it was found. 

36. Go Helicopter— Now panic!! (At least for the moment.) 


305 



SERPENT’S STAR 


1. Buy Horse. Buy Saddlebag. Put Saddlebag on Horse. Buy Tent and put in Saddlebag. Buy Tea, Tsampa and 
Butter. 

2. Tie Horse. Enter. Sit With Westerner. Buy and give him two drinks. Get Lantern and Fuel. (Try a game without 
buying anything from the Merchant. Ply each man with many drinks and get minor clues. You have insufficient 
funds to do this in a game you play to win.) 

3. Shoot Wolf. Keep Shooting, it may take three shots. 

4. Knock on Door. Give Butter. 

5. Offer Tea. Don’t take the Scrolls in the Library. 

6. Ask About Scrolls. 

7. Give Tsampa to Monk. Ask About Scrolls. Get Monk’s Scroll. 

8. No puzzle here if you have the Lamp from the Westerner at the Inn. Fill Lamp. Light Match. Light Lamp. 

9. Leave the Crystalline Statue alone—you’ll just have to give it up again. 

10. Good luck on the jump which comes up next. Save Game. 

11. No puzzle here if you left the Statue alone. 

12. No puzzle here either, if you have the tent. 

13. Put out Flame (three times). Open Door. 

14. Get all three gems. Open Box. Get Shell. 

15. Lift Lid. Pound around in the darkness for a while. 

16. Search Wall. Forward will now work. Get Robes (Wear Robes). Get Staff. Get Key. 

17. Unlock Door (with Key). Get Scroll. Examine Staff. 

18. T S K D G will shatter the animated statues. Search Rubble. Get Black Stone. 

19. Don’t mess with them. Forward. 

20. Dragon. Yin and Yang. Man. (Yeah, yeah, but they work!) Right. 

21. Ring Gong (once) to raise Serpent’s Star above pool level. Anything offered at altar just zaps away. Don’t forget 
the Blue Gem. Tsampa may be left. 

22. Put (each color) Gem in Door. Sequence is Black, Violet, Blue, Green, Orange and Clear. 

23. Save Game. Blow Shell. (Dragon rises up.) Rainbow. Nirvana. 

24. Put Serpent’s Star in Niche. 


306 



SHERWOOD FOREST 


1. At Shallow Pool, Get Whetstone. 

2. Rob Rich Taxman. Get Bag of Gold. 

3. Give Bag to Blind Beggar. Get Flint. 

4. At Maid Marion, Get Awning. 

5. At Blacksmith’s, Fix Grindstone (with Whetstone). Get Steel. 

6. At Haystack, Burn Hay (with Steel and Flint). Search ashes twice. Get Needle, Thread and Penny. Flint and 
Steel are no longer needed. 

7. In Tailor’s Shop, Drop Needle, Thread, and Awning. Leave and return. Get and Wear Uniform. Take extra 
Thread. 

8. Little John will recogize your uniform and leave. 

9. Outside the Cave, Drop All. Now try to Push Boulder again. Get All. 

10. At Edge of Cliff, Jump, but only if you have moved the Boulder. 

11. Inside the Cave, get the Crank, Life Jacket and Dull Axe. 

12. Sharpen the Axe at the Blacksmith’s Shop. Drop the Penny and Thread. 

13. At Battlefield, Insert Crank in Socket. (“Put” and related synonyms won’t work.) Turn Crank. Push Button. 

14. Chop Tree. Get Pole. Go Hole. Wear Life Jacket and Uniform. 

15. Pry Boulder (with Pole). Get blown into Ocean. All objects except those being worn are lost. Swim around 
about four turns. 

16. On Trading Ship, Trade Jacket. Get Lute without strings. After being dropped off on Pier, retrieve the Penny 
and Thread in the Blacksmith’s. String Lute. 

17. On Stage, Dance first. Play Lute. Get Charm. 

18. At Maid Marion, Wear Uniform and Charm. You also need the Lute, and a clean face, if you haven’t already 
washed at the Shallow Pool. Kiss her now and she’ll follow you anywhere! 

19. Get Married in the Chapel. Be sure to have Penny. Get Telescope. 

20. At the Battlefield, Mount Telescope. Look through it and Turn Crank until you are lined up on the Castle 
Window. Push the Button and live happily ever after. 

21. Things not to do include: Jumping off Pier, into Stream at Bridge, or from the Rocky Ledge (if the Boulder’s 
not in place); attacking Little John or the Sheriff; pushing the Catapult Button before the Crank is installed; 
going into the Cave from the Boulder side. (Try an obscenity.) 


307 



SOFTPORN ADVENTURE 


1. Hail Taxi. Casino. To avoid later frustration, run your $1,000 up to around $5,500. Look Ashtray. Get the 
Passcard before leaving Hotel. Save Game. (Note: The 21 game plays from a given deck each game; you can 
track wins and losses one time and clean up the second time.) 

2. Buy what the Pharmacy is selling. Buy first, don’t shoplift. Drop Card at Disco Entrance. 

3. Buy Whiskey. Give Whiskey (to Businessman). Get Controller. Get Flowers. Open Desk. Look Desk. Read and 
Drop Paper. 

4. Look Basin. Get Ring. Read the Graffiti, but don’t flush the toilet unless you wish to test your saved game. 

5. Push Button. Bellybutton. Pay Dude. 

6. Wear your purchase from the Pharmacy. Seduce the Lady of the Evening. Take Candy. 

7. Look Garbage. Look Core. Get Seeds. 

8. Show Passcard. Give Flowers. Give Candy. Buy Wine. Dance. Save Game. Give Ring. Take Wine. Give Wine 
(to Bum). Get Knife. Don’t carry Wine in Taxi. 

9. You need $3,000 here. Marry Girl. Follow her to Honeymoon Suite. Take Radio. Listen Radio. Drop Radio. 

10. Dial 555-0987. Order Wine. Be sure that you’ve called the other two numbers. 

11. Cut Ropes (with Knife). Get Ropes. Drop Knife. 

12. Look Plant. Enter Bushes. Get Stool. Get Hammer. Drop Seeds. Eat Mushroom. 

13. Push Button. Bellybutton. TV On. Change Channel to Channel 6. Leave Controller. Up. 

14. Use Rope. West. Break Window (with Hammer). Drop Hammer. Get Pills. 

15. Give Pills. Nasty breakl Push Button. 

16. Drop Stool. Climb Stool. Look Cabinet. Get Pitcher. Water On. Fill Pitcher. The Doll in the Closet is a red 
herring. 

17. Water Seeds. Water Seeds. Look Tree. Get Apple. Eat Mushroom. 

18. Give Apple (to Eve). Use your imagination to get final message. 


SORCERER 

1. Frotz Me (or the Spell Book). Get up. 

2. Take All. Open Mailbox. Before the Mailman comes, Put Matchbook in Mailbox. When you get thirsty and 
hungry, Open Vial. Drink Potion. 

3. Look Behind Hanging. Get Key. Open Desk. Get Box. Open and Read Journal. You may leave the Journal and 
Infotater. 

4. Take Gaspar Scroll. 


308 





5. Look in Mailbox. Get Orange Vial. Get and Read Magazine. 

6. Take Meef Scroll. Read about the names and places mentioned in ihe Calendar and Journal. 

7. Press (the five colors corresponding to the “Current Code” as taken from the Infotater in the package). Take 
Aimfiz Scroll. This is a good save game point. Aimfiz Belboz. 

8. You can’t deal with either the Hellhound or the Boa Constrictor. 

9. To avoid inventory management problems, it’s wise to Drop All But Book, Amulet and Orange Vial. 

10. Izyuk Me. West. 

11. Take Zorkmid. Fear not, one is enough. Don’t forget to Izyuk back across the Chasm. 

12. Take Fweep Spell. Take Guano and Amber Vial, useless as it is. Don’t forget to try the Indigo Potion from the 
Torture Chamber, which also has no real use in the game. Get here by Pulver-ing the River. 

13. Wake Gnome. Give Zorkmid. When he promptly falls asleep, Look in Pockets. Leave the Waxer in the Store. 

14. Learn three Fweep spells. Fweep Me. As a bat, move N.E.S.S.W.D.E.E.N.N.U.U.S.E. 

15. Take Swanzo Scroll. Put Scroll in Hole. Fweep Me. Don’t dally about. Move W.W.S.E.D.D.W.W.U.U. 
N.N.D.W. Fweep Me. S.E.N.D.W.S.E. 

16. Take All. Izyuk Me. Up. West. 

17. Get Swanzo Spell from Fireplace. 

18. Lower Flag. Search Flag. Get Aqua Vial. 

19. Put Guano in Barrel. Get Yonk Spell. 

20. Give the poor guy the Zorkmid. 

21. Take the Ball. Open Aqua Vial and Drink Potion. Throw Ball at Bunnies. Get Malyon Spell. 

22. Learn Malyon. Yonk Malyon. Malyon the Dragon. A good place to save the game. 

23. Open Orange Vial. Drink Potion. Write down the combination your “self” gives you. Give Spell Book. 

24. Turn Dial to (the combination). Open Door. East. Get Rope. 

25. Tie Rope to Timber. 

26. Drop All but Rope. Throw Rope Down Chute. 

27. Take Golmac Spell. Golmac Me. Open Lantern. Take Vardik Scroll. 

28. Self, combination is (whatever it was). Get Spell Book (back) from Self. 

29. Meef the Spenseweeds. Get Crate. (Try reading your Spell Book if you didn’t drop it before your swim.) Sleep 
before proceeding, or you may forget some spells. 

30. Meef the Vines. Wearing the Grue Suit and/or with your Lantern On, and having learned a Vardik and Swanzo 
Spell, charge on to the West for the final confrontation. 

31. Open White Door. Vardik Me. Swanzo Belboz. Victory, 400 points and a promotion are thine! 


309 



The Spells of The Sorcerer 


Spell 

Description 

Location 

GNUSTO 

Write a Magic Spell into the Spell Book 

Spell Book 

VEZZA 

View the future 

Spell Book 

PULVER 

Cause liquids to dry 

Spell Book 

IZYUK 

Fly like a bird 

Spell Book 

YOMIN 

Mind Probe 

Spell Book 

REZROV 

Open Even Locked or Enchanted Objects 

Spell Book 

FROTZ 

Cause Something to Give off Light 

Spell Book 

MEEF 

Cause Plants to Wilt 

Library 

GASPAR 

Provide for your own Resurrection 

Helistar’s Room 

AIMFIZ 

Transport to Someone Else’s Location 

Trunk 

FWEEP 

Turn Caster into a Bat 

Hidden Cave 

SWANZO 

Exorcise an Inhabiting Presence 

Chimney 

YONK 

Augment the Power of Certain Spells 

Cannon 

MALYON 

Bring to Life Inanimate Objects 

Arcade 

GOLMAC 

Travel Temporally 

Slant Room 

VARDIK 

Shield Mind from an Evil Spirit 

Slant Room 


Potions of the Sorcerer 


Color 

Name 

Description 

Location 

Ochre Vial 

Berzio 

Obviate Need for Food and Drink 

Store Room 

Orange Vial 

Vilstu 

Obviate Need for Breathing 

Mail Box 

Indigo Vial 

Flaxo 

Exquisite Torture 

Torture Chamber 

Amber Vial 

Blort 

Ability to See in Dark Places 

Hidden Cave 

Aqua Vial 

Fooble 

Increase Muscular Coordination 

Flag 


STARCROSS 

1. The syntax to set Range, Theta, and Phi is “Computer, Range is xxx.” Read Range from the line extending from 
the center to the right of the map; Theta is read clockwise in 15 degree steps from the top of the map; Phi is the 
number in brackets below the object number. Computer, Confirm. Later, Enter Airlock. 

2. Press Fourth Bump, Push Tiny Column. Take Black Rod. (Counting the Sun, the Earth would be the fourth 
bump out.) 

3. Throw Library at Nest. Get Red Rod. Get Library. 

4. Give Tape Library to Spider. Get Yellow Rod. 

5. Insert Yellow Rod in the Yellow Slot to light the initially dark areas. Insert Red Rod in Second Red Slot to start 
manufacture of oxygen (an oxygen atom has eight electrons. The other slots represent CH4 and NH3, 
respectively). Try playing around with the other slots; you’ll eventually die, but it’s cleverly done. 


310 




6. The Basket will hold all the Rods you can ever find. Tie Line to both Hook and Spacesuit. Get Pink Rod. 

7. The Disks are teleportation devices. Drop one somewhere, go somewhere else and drop the other to arm 
it—then stand on it. To get the Blue Rod, start with one Disk somewhere else and put the other under the 
Sphere; with the Dial on 2, put the Basket on top (with at least three Rods in it) and turn the Dial to 4. Everything 
will zap to the other Disk. 

8. Look in the Gun Barrel. Get Silver Rod. The Gun's three shots can get you all kinds of interesting responses, but 
it really has only one use. 

9. Let the Mouse take everything except one Disk. Wait a while, or follow him until he disappears in the wall. 
Drop the other Disk and stand on it. Collect all your objects again and search the garbage until you find the 
Green Rod. 

10. With the Square, Open Panel, Insert Square, Close Panel, Turn Switch on. Get Gold Rod. 

11. Drop a Disk somewhere before meeting the Chief. Wait for him in the Village Center, and point back at his 
Brown Rod. Swap him your Spacesuit for it. Don't take no for an answer. Follow Chief into the Warren to its 
Center. 

12. Move Skeleton. Get Violet Rod, be sure to take the Visor before standing on the Disk to get out. Make sure you 
have done all you need to with the Disks before this. (Save the game first, but did you ever take the Skeleton?) 

13. Look at Projector with Visor. Get Clear Rod. 

14. Put White Rod in White Slot, but putting the Black Rod in the Black Slot will shut down the ship, and is 
dangerous to your health. 

15. Shoot the Gun at the Drive Bubble three times. 

16. Put the matching colored Rods in the Slots; if you don't have them all, you’re in deep trouble! Touch Large Pink 
Square until the Solar System is seen out to Jupiter. Touch Brown Spot until Earth is highlighted. Touch Violet 
until line terminates in a circle around Earth. Touch Green Spot until the dots flash slowly. Touch Blue Spot. If 
you didn't get 400 points, check the scoring below. 


Scoring Summary 

(25 points for each of the following tasks or items) 

Reaching Artifact's Airlock 

Black Rod (Entering Artifact — press 4th) 

Yellow Rod (Give Spider the Tape) 

Red Rod (Break Rat-Ant nest with Disk or Tape) 

Pink Rod (Lizard Man — Yellow Dock — need Suit) 

Brown Rod (Give Spacesuit for Rod — to Chief) 

Violet Rod (Move Skeleton) 

Silver Rod (Look in Ray Gun barrel) 

Clear Rod ( Look at Laser with Visor) 

Green Rod (Turn on Computer — need the Square) 

Blue Rod (Disk under, Basket on Sphere, Dial 14, teleport) 
White Rod (Lying loose in the Drive Bubble) 

Entering Control Bubble (Fire Gun at Drive Bubble) 

Proper Control sequence (Pink, Brown, Violet, Green, Blue) 
Reaching Earth (Proper orbit — “Galactic Overlord”) 


311 






STRANGE ODYSSEY 


1. Get Suit, Shovel and Phasor. Look Console. Push Red. Wear Suit. Go Door. Push Red. Jump. 

2. In Cave. Set Phaser. On Destroy. Shoot Boulder. Go Curtain. 

3. Pull Rod. Push Rod. Touch Plastic. Plastic will glow one to seven times. Go Curtain. 

4. One Glow: Back to initial Cave entry point. 

5. Two Glows: Dig in Grassy Plain with Shovel. Get Pick. Set Phasor. To Stun. Shoot Hound. Take Hound. Return 
to Hexagonal Room. (Air is breathable here. Remove Suit here and in Hexagonal Room to conserve air supply. 
Read Gauge on Suit.) 

6. Three Glows: Drop Hound. Find Mound. Set Phasor. To Destroy. Pick Mound. Shoot Hound. Take Diamond. 
Shoot Mound. Return. (Save Game on entry as Hound is unpredictable and there are areas from which no 
return is possible.) 

7. Four Glows: Refill air supply here. Connect Hose. Push White. Push Black. Read Gauge. If under 90, Push Black 
again. Note that another time can pop the suit. 

8. Five Glows: Nothing except an easy way to get killed! 

9. Six Glows: Get Sculpture. Take Belt from Sculpture. Look at Painting while wearing Goggles after Pushing 
Yellow. 

10. Seven Glows: Wear Belt. Twist Buckle. Go Light. Get Brandy. Return. Repeat, getting the Piece of Metal. 

11. Reset to Scoutship location. Pull Rod. Touch Plastic. Push Rod. Touch Plastic. Then Pull Rod. Break and Take 
Rod. Return to spaceship. Will take two trips. 

12. Go to Storage Hold. Open Access Hatch (with Piece of Metal). Drop Rod. Push Blue. Exit ship. Drop all five 
treasures. Type score. 


312 




SUSPENDED 


1. To minimize casualties, send a robot to Weather Control, turn second dial to zero. 

2. Repair Iris, have Waldo wear the extension from Middle Supply, open the maintenance panel, replace the 
rough device with the rough object in the basket, and close the panel. 

3. Repair the machine in Main Supply by taking out the bubbly and the disfigured devices. Put the red object 
(from the basket) in the red socket, and the yellow object in the yellow socket. 

4. Get the first replacement cable in Main Supply by pushing button on machine, taking the fuse, then taking the 
cable. Be sure to put the fuse in the machine again, and to write down the possible computer reset codes. 

5. Get beyond the Hallway Junction by getting the ramp from Sub Supply and putting it on the step. Carefully 
check out the Sub Supply for other objects, even though you don't need them. 

6. After getting to the sloping corridor, take the ramp and go to the Small Supply. Drop and stand on the ramp to 
get the Cutting Tool. Pick up the ramp again, and go to the Hallway End. Get in, then get out and get the TV 
Camera in the Biology Laboratory. The vehicle from the Hallway End won't run for all robots, and some can't 
get into it. 

7. The “Talking Mechanisms'' can be slowed down considerably by having Auda follow them to the Sleeping 
Chamber, taking the Bag and going to Maintenance Access. The humans will follow and fix the acid leak that 
kills off your robots. 

8. Get the second replacement cable in Gamma Repair. Have Sensa look at the large object and then turn the 
flowswitch. She needs the help of another robot, so “Both Sensa and xxx, Move Fred,” the name ascribed him 
by Poet. 

9. In either Channel, plug the TV camera in and point it at different objects to get the lay of the cables and the reset 
codes for the FC. Its a good idea to save the game before playing around with the cables, for several reasons. 

10. In the Primary Channel, replace the red four-inch cable with the red twelve-inch cable from Fred. 

11. In the Secondary Channel, replace the orange nine-inch cable with the orange fourteen-inch cable from the 
Machine in Main Supply. Poet can't tell which is the bad one, so the way to find out is to take them out one at a 
time. The one that doesn't kill your robot is the bad one! 


313 



TIME ZONE 


Time Machine Operation: Enter Machine. Sit Down. Turn Orange (year). Turn Blue (location). Pull Lever. On 
first entering, Get Mask and leave it outside. It would disappear if taken back before its time. Pushing Button 
will return ship Home. 

400MILBC Prehistoric: Get Stick. You can hide in cave to avoid the Pterodactyl. 

10KBC Stone Age 

1. After getting Rock, Climb Tree to avoid Mastodons. 

2. After getting two Sticks, Kill Tiger. With Stick. 

3. Kill Hare. With Rock. 

4. Give Hare. Make Fire (with two Sticks). Get Hammer. 

1000AD SA, Inca City 

1. Drop Hammer, but be sure to get it on the way back. 

2. Open and Go Door. Get Torch. Drop Torch from top of Pyramid. 

1700AD EUROPE, Paris 

1. Climb Fence (in Back of Stone Fence). Down. Inside. 

2. Open Door (East end of Hall). Get Perfume and Comb. 

1400AD NA, Prairie 

1. Down into the Gully so the stampede can pass overhead. 

2. Give Comb. Get Bow and Arrows. 

1400AD EUROPE, Palos 

1. Open and Go Door. Talk Man. Yes. On Deck. Get Pass. Show Pass to board ship. 

2. Climb Ladder. Look Telescope (see Farmhouse). It is possible but undesirable to sail with the ship. 

3. You can now open Farmhouse Door. Get Iron Bar. 

1700AD AUSTRALIA: Unlock Padlock. With Bar. Open Door. Get Saw. 

1700AD NA, Philadelphia 

1. Break Window. Enter Window. 

2. Break Trunk. With Saw. Get Skeleton Key. Leave the Kite! (You can Tie Key, To Kite and Fly Kite. Guess wha 
hoppens!) 

2082AD ASIA, Tokyo 

1. Enter Subway. Sit Down. Answer Voice with West. Look. Exit Subway. 

2. Unlock Door. With Key. Get and Drop Lock. Open Door. Get Yen. Take Subway to the North Side. 

3. Open Door to Restaurant. Order either selection 2 or 3. Eat Food. 

4. Open Drawer. Get Matches. Do Dishes. Take Time Machine home just long enough to get the Oxygen Mask. 


314 



2082AD NA, Los Angeles 

1. Get and Drop Mat. Get Key. 

2. Unlock and Open Trunk. Get Dynamite. Travel to Neburon (4082AD IP) and after Lighting Torch (With 
Match), Drop Iron Bar, Saw, Keys, Matches, Mask and Dynamite. Go Home just long enough to Drop Mask. 

50BC AFRICA, Thebes 

1. Carrying Lit Torch, Rock Hammer, Perfume and Bow, Give Perfume (to Cleopatra). Get Money. 

2. Buy Dates. With Money. Yes. 

3. Eat Dates. Drink Water. (Don't go into it, however.) 

4. Open Door. Enter Door. 

5. Move Stone. Get Shield. 

50BC ASIA, China 

1. Get Pole. Enter Boat. Cross Yangtze. Exit Boat. 

2. Leave the Emerald alone. 

3. Get Shovel. Dig twice. Get two pieces of Jade. 

4. Buy Rice and Rope. With Jade. 

50BC AUSTRALIA: Dig Ground (need Shovel). Get Rhea Egg. Don’t Drop it until you’re through using it. 
1000AD EUROPE, Nottingham 

1. Talk Robin. Yes. Go South, South, East. Kill Dryad. With Bow. Go West, West and get your second assignment. 

2. Open and Go Door. Get Mirror. 

3. Tie Rope. To Arrow. Look Window. Shoot Arrow. Pull Rope. Get Bag of Money. Go back to Time Machine for 
a side trip. 

1000AD AUSTRALIA: Trade Mirror. Get Boomerang. Return to Nottingham. 

1000AD EUROPE, Nottingham (second visit): Give Money to Robin Hood and Kill Knight. With Boomerang. 
1400AD ASIA, Japan 

1. Kill Samurai. Throw Boomerang. Get Sword. 

2. Trade Rice. Get Silk. 

50BC EUROPE, Rome 

1. After Getting Tweezers, get tossed into the Lion’s Den. Look Paw. Pull Thom. With Tweezers. Open Cage. 

2. Loop around Upper Level. Get tossed into Arena (need Sword and Shield). On leaving, get invitation (to visit 
Caesar). 

3. Get Ladder. You can even be a witness to Brutus’ doing his thing. 

2082AD AUSTRALIA, Sydney: Break Window of the House. Enter Window. Go directly to Bedroom Closet and 
Get Coat. Return directly to Time Machine before the Police arrive. 

1700AD ASIA, St. Petersburg 

1. Wear Coat. 

2. (Save game.) Kill Kossack (need Sword). 


3. Stand in front of Castle Door. Look Guard. Talk Guard. Look Door (three times) or until Coach appears. Get 
Hat Pin. If nothing has happened after about ten commands, restart at Kossack and approach from a different 
direction. 

4. Make Hole. In Egg. With Pin. Empty Egg. Get Water. 

1000AD AFRICA, Congo 

1. Drop all Logs (three) where you first found the middle Log. Make Raft (with Rope). Cross Congo River from 
this location only, using the Pole. 

2. While you can avoid the Lion, you can also Kill Lion. With Bow. 

3. Get Tusks. With Hammer. Use Ladder. Be sure to Get Rope after crossing River. 

1400AD AFRICA, Morocco 

1. While moving in Desert, a message will warn you to Drink Water. 

2. At Bazaar, Trade Tusks. Get Knife. Move North, West, South to loop back to the Bazaar again. Trade Silk. Get 
Rug. 

1000AD ASIA, Baghdad 

1. Trade Rug. Get Camel. (Don't move into Desert without Riding Camel.) 

2. Off. Open Sesame. Carrying Torch, Get Gold. 

2082AD EUROPE, London 

1. Read Note. Yes. Get Dog. Tie Rope. To Dog. 

2. Untie Dog. Get Gun. It is now time to tackle Neburon. 

NEBURON 

Before undertaking the final assualt, verify that you have the following fifteen items in your inventory and that 
you are wearing the Mask: 


Oxygen Mask 

Torch 

Knife 

Iron Bar 

Lance 

Gold 

Stone Hammer 

Hat Pin 

Laser Gun 

Skeleton Key 

Ladder 

Dynamite 

Matches 

Rope 

Hacksaw 


1. Open Grate. Use Hammer. Open Grate. Enter Grate. 

2. Open Manhole. Use Knife. Open Manhole. Get Wallet. Open Wallet. Get ID Card. 

3. Tie Rope. To Rock. 

4. Open Grate. Mask may now be removed. Open next Grate. 

5. Move South. East. Close Door. (Hide in Closet.) Look Peephole until Guard leaves. 

6. Shoot Guard. With Gun. Get Uniform. Wear Uniform. 

7. Saw Bars (with Saw). Leave Jail. 

8. Shoot Thief. End up in Hospital. Show ID to Doctor and Receptionist to get out. Alternatively, Give Gold. 

9. Open Door. Buy Flashlight. Show ID. Get Flower, but don't smell it. 

10. Move Block. With Bar. Wear Mask. Flashlight On. 


316 




11. Open Grate. Use Ladder. Open Grate. 

12. Open Cabinet. Look Drawer. Get Diagram. Learn your true mission. 

13. Open Drawer. Get MC Card. 

14. Unlock Safe. With Pin. Open Safe. Get password Allegiance. 

15. Open Door. East. Close Door. Shoot Ramadu. With Gun. Open Drawer. Look Drawer. Get Ramadu’s MC 
Card. 

16. Insert MC Card. 

17. Open Door. West. Close Door. (Hide in Shed until Guard comes and leaves—about twelve Looks.) You can go 
further and get to step 20, but “You Hear Somebody Coming” around then, and it is dicey to hide in time. 

18. Unlock Gate. With Key (Skeleton Key, that is). Open Gate. Drop Laser Gun. 

19. Talk Guards. Say Allegiance. 

20. Show ID Card. Show MC Card. 

21. Give Flower (to Guard). Open Door. West. Close Door. 

22. Use Lance—it will safely explode Laser Mines. Drop regular MC Card. Verify that you have Ramadu's MC 
Card. 

23. Insert Ramadu MC Card. 

24. Drop Dynamite. Light Fuse. No, you aren’t done yet! Ya gotta Go Home. 

25. Stand X. Push Button. Zapped to Time Machine. Go Home amid music playing, the key to the city, and to 
accolade of Ultimate Adventurer. 


317 



Time Zone Object List 

(Usage Sequence) 


What 

Where 

When 

Where Object 

is Used 




1. Pointed Stick 

Prehistoric 

400MBC 

Stone Age 

10KBC 




2. Rock 

Stone Age 

10KBC 

Stone Age 

10KBC 




3. Hare 

Stone Age 

10KBC 

Stone Age 

10KBC 




4. Small Sticks (2) 

Stone Age 

10KBC 

Stone Age 

10KBC 




5. Stone Hammer 

Stone Age 

10KBC 

Africa 

1000AD 

Neburon 



6. Torch 

South Amer. 

1000AD 

Asia 

1000AD 

Africa 

50BC Europe 50BC 

Neburon 

7. Comb 

Europe 

1700AD 

North Amer. 

1400AD 




8. Perfume 

Europe 

1700AD 

Africa 

50BC 




9. Bow and Arrows 

North Amer. 

1400AD 

Europe 

1000AD 

Africa 

1000AD 


10. Boarding Pass 

Europe 

1400AD 

Europe 

1400AD 




11. Iron Bar 

Europe 

1400AD 

Australia 

1700AD 

Neburon 



12. Padlock (Broken) 

Australia 

1700AD 

Not Used 





13. Saw 

Australia 

1700AD 

North Amer. 

1700AD 

Neburon 



14. Kite 

North Amer. 

1700AD 

Not Used 





15. Skeleton Key 

North Amer. 

1700AD 

Asia (N) 

2082AD 

Neburon 



16. Padlock (Open) 

Asia(W) 

2082AD 

Not Used 





17. One Yen 

Asia(W) 

2082AD 

Asia (N) 

2082AD 




18. Matches 

Asia(N) 

2082AD 

Inca Torch 


Neburon 



19. Oxygen Mask 

Home 

1982AD 

Neburon only 

' 




20. Key 

North Amer. 

2082AD 

North Amer. 

2082AD 




21. Door Mat 

North Amer. 

2082AD 

Not Used 





22. Dynamite 

North Amer. 

2082AD 

Neburon only 





(Continue on with Lit Torch, Rock Hammer, Perfume and Bow) 




23. Dates 

Africa 

50BC 

Africa 

50BC 




24. Egyptian Money 

Africa 

50BC 

Africa 

50BC 




25. Shield 

Africa 

50BC 

Europe 

50BC 

Europe 

1000AD 


26. Pole 

Asia 

50BC 

Asia 

50BC 

Africa 

1000AD 


27. Jade Pieces(2) 

Asia 

50BC 

Asia 

50BC 




28. Shovel 

Asia 

50BC 

Asia 

50BC 

Australia 

50BC 


29. Rope 

Asia 

50BC 

Europe 

1000AD 

Europe 

2082AD Africa 1000AD 

Neburon 

30. Rice 

Asia 

50BC 

Asia 

1400AD 




31. Rhea Egg 

Australia 

50BC 

Asia 

1000AD 




32. Mirror 

Europe 

1000AD 

Austrlia 

1000AD 




33. Boomerang 

Australia 

1000AD 

Asia 

1400AD 

Europe 

1000AD 


34. Bag of Money 

Europe 

1000AD 

Europe 

1000AD 




35. Lance 

Europe 

1000AD 

Neburon only 





36. Roll of Silk 

Asia 

1400AD 

Africa 

1400AD 




37. Sword 

Asia 

1400AD 

Europe 

50BC 

Asia 

1700AD 


38. Tweezers 

Europe 

50BC 

Europe 

50BC 




39. Ladder 

Europe 

50BC 

Africa 

1000AD 

Neburon 



40. Coat 

Australia 

2082AD 

Asia 

1700AD 




41. Hat Pin 

Asia 

1700AD 

Africa 

1400AD 

for Egg 

Neburon 


42. Water 

Asia 

1700AD 

Africa 

1400AD 

in Egg 



43. Logs (3) 

Africa 

1000AD 

Africa 

1000AD 




44. Ivory Tusks 

Africa 

1000AD 

Africa 

1400AD 




45. Persian Rug 

Africa 

1400AD 

Asia 

1000AD 




46. Knife 

Africa 

1400AD 

Neburon only 





47. Camel 

Asia 

1000 

AD Asia 

1000AD 




48. Gold 

Asia 

1000AD 

Neburon only 





49. Police Dog 

Europe 

2082AD 

Europe 

2082AD 




50. Laser Pistol 

Europe 

2082AD 

Neburon only 





51. Wallet 

Neburon 

Side6K 

Not Used 






318 




52. ID Card 10082 

Neburon 

Side6K 

Neburon 

53. Uniform 

Neburon 

Side6K 

Neburon 

54. Flashlight 

Neburon 

Side6K 

Neburon 

55. Large Flower 

Neburon 

Side6K 

Neburon 

56. MC Card 

Neburon 

Side6L 

Neburon 

57. Diagram (Rocket) 

Neburon 

Side6L 

Not Used 

58. Note (Allegiance) 

Neburon 

Side6L 

Neburon 

59. Ramadu MC Card 

Neburon 

Side6L 

Neburon 


TRANSYLVANIA 


1. In Victorian House, Get Pistol. Leave Bread. 

2. On Wagon, Open Coffin. Get Mice and Silver Bullet. Load Pistol. When Werewolf shows up, Shoot Werewolf; 
prior to having a loaded gun, move away as soon as he appears. Drop Pistol. 

3. In Cabin, Pull Antlers. Get Cloak. There’s a pick in the pocket, but don’t search cloak yet as you’ll have enough 
inventory management problems. Leave Garlic in Shack across street. 

4. In Hut, Drop Mice (for the Cat). Get Broom and Acid. 

5. Take Cross from Cemetary to Castle. When Vampire appears, Wave Cross. Drop Cross and leave Broom for 
now. Get Ring by opening Coffer in Treasure Room. Get Flypaper on way out. 

6. At Ancient Stump, Pour Acid. Knock Stump. Catch Flies. Read Book. Pick Lock (Wear Cloak to find). Look 
Crystal Ball. To get out, Take Book. 

7. Give Flies to Frog for magic word IJNID. 

8. Say IJNID to Goblin King. Get Key. 

9. At Cemetary, Move Grave. Open Grate (with Key). Get Magic Elixir. 

10. At Clearing, Search and Wear Cloak. Wear Ring. Wave Hand. Leave, but return after streaking flame is seen in 
sky. Enter Saucer. Get Black Box. 

11. In Tower, with Broom, Black Box and Elixir, Get Vines. Push Button. Wave and Pour Magic Elixir. Clap Hands. 
Take Sabrina. Ride Broom. Down. Go. Sailboat. Sail Boat. 


319 



ULTIMA I 


No puzzles as such occur in this game; thus, I cannot offer a specific solution. In fact, I can offer only a few hints 
because the game essentially requires only patience to beat. I have identfied no specific advantage to any particular 
race or type of warrior, but whichever you choose, balance out your attributes reasonably well. At the outset, 
relatively high Strength and Agility are of value, but there are no attribute requirements associated with being able to 
use any particular weapon or armor. 

After getting your first display, head Northwest for the castle and town of Lord British, and hit the store, buying a 
bit more food, which goes in a hurry when you're above ground. In the friendly shops, you will find “new," more 
advanced items for sale as the game evolves and as your character develops. Even if an advanced item, such as a 
top-of-the-line Reflect Suit or a Phazor, is not listed as available, it is always there for the stealing. Therein lies the 
biggest clue: go to the food, armory, and weapons stores and try your luck at stealing. No doubt you will get caught 
much of the time, but with a bit of luck, like glomming on to Plate Armor or a Light Sword as a minimum, a few 
lengthy rebooting cycles are a small enough price to pay. Note that in this game, unlike Ultima II, your game position 
is not saved when you enter or leave a town or castles. You must specifically (Q)uit to save the game. Therefore, as 
soon as you get something good, duck out of the town, do a quick save and then head behind the counter again! 

Once you're reasonably well-equipped, the first major expenditure you should save your pennies for is a ship. Buy 
a couple of up ladders and about 200 to 300 hit points from your buddy the King, and head for the nearest dungeon. 
Don't go down farther than, say, the second level for a while. The gold comes fairly easily, just make sure you can get 
out after you've amassed some loot. As soon as you can afford your ship, your real problems are over, and it's 
monster-whomping time in earnest for the gold you need for hit points, spells, and all that good stuff. 

Hit each of the four continents and all eight of the castles. You can see from the maps that all are easily accessible 
from the water, so an air car, while sporty, isn't really necessary. Take on all eight quests. With lots of up and down 
ladders, a few offensive spells for the lower levels, and a bunch of hit points, make your real move in one of the 
dungeons. The Gellatinous Cube, found mostly on levels 3 and 4, can destroy your armor, and you cannot ready new 
armor underground. Try using down ladders, down to say level 9, where the Balron lives. Get him first while you still 
have armor, and work your way back up, trying to get the other three monsters needed to fill your quota of quests. 
After reporting back to the appropriate Kings, you'll have the four gems you need, and will have materially 
enhanced your attributes. 

The space bit, Miich should come next, is fun and well explained in the documentation.Just keep a record of the 
directions in which you've gone. Avoid moving diagonally (unless you're really sure of your location). As soon as 
you've downed ten enemy fighters, you will be told that you are an Ace. Get back to good old Terra Firma as soon as 
possible. 

Assuming that you've got the best in weapons, armor, and about 6,000 hit points, get the Princess out of jail. Try to 
force the Jester down toward the entrance of the jail area, then kill him for the key. This starts the guards toward you 
with most unfriendly intentions. You can lead the guards around various obstructions to minimize the number that 
can get to you at any one time. The hit point damage you incur is proportional to the total of hit points you have at a 
given time. Hang in there: I once got out with only 6 hit points left to my name. Be of stout heart, because sometimes 
the Jester has the “wrong" key and it's reboot time. 

As soon as the Princess is safe, and using the hit points that she awards you, load up on even more hit points and 
head for the area she told you about. (The spaceship is often found at the Grave of the Lost Souls.) Once you meet 
Mondain, the only mandatory trick is to move next to the gem and (G)et it. If you don't, his power continues to 
regenerate and you'll never get him. 


320 





Castle Locations and Quests 


Area 

1 

1 

2 

2 

3 

3 

4 
4 


Castle Name 

Quest 


Reward 

White Dragon 

Grave of Lost Souls 

Strength 

Shimano 

Balron (Level 9) 

White Gem and “Grabs’ 

Barataria 

Pilar of Ozymides 

Strength 

Rondorlin 

Carrion Creeper (L6) 

Green Gem 

Lord British 

Tower of Knowledge 

Strength 

Lost King 

Gellatinous Cube (L3) 

Red Gem 

Olympus 

Sign Post 


Strength 

Black Dragon 

Lieche (Level 5) 

Blue Gem 

Monument Locations and Rewards 


Area 

Monument Name 

Reward 


1 

Grave of Lost Souls 

Stamina 


1 

East Sign Post 

Nothing 


2 

Pillar of Ozymides 

Wisdom 


2 

Pillar of Argonauts 

Weapon 


3 

Tower of Knowledge 

Intelligence 

3 

Pillars of Protection 

Agility 


4 

Sign Post 

Stamina 


4 

South Sign Post 

Agility 



ULTIMA II 


Since the puzzles play but a small role in the game, I cannot specify an exact solution. Rather, gold, gold and more 
gold is needed to win, and the only way to get it is to whomp monsters and then whomp some more. Aside from gold, 
many critters carry objects which you can use to commandeer and operate ships, aircraft, and spaceships. 

There are a total of five time periods in the game: 


Time of Legends 

Pangea 

B.C. 

A.D. 

Aftermath 


Time before time 
9 Million B.C. 
1423 B.C. 

1990 A.D. 

2112 A.D. 


(Minax) 

(Good place for gold) 
(Where you start) 

(San Antonio) 

(Rocket Ships) 


It is important to learn how to get to a given time period and to recognize the one in which you find yourself. The 
easy way of time tripping is to find out how to get to the Time of Legends from each of the other periods, and use the 
four time portals there. From left to right, these portals go from the earliest (Pangea) to the latest (Aftermath). The 
tablecloth that comes with the game is handy, once you decipher it. (The Rune-written title on it deciphers to The 
Time of the Legends.) 


The most fruitful place to spend ones gold is Old San Antonio, for the games puzzles are centered here. 


1. (O)ffer money to the Hotel Clerk in the California Hotel. You may simply get a “Thank You,” but usually a 
randomly selected attribute is enhanced by four points per hundred dollars tendered. Strength, however, is 
never augmented, so start out with at least 30 (and preferably 40), because that’s all you’ll ever get. All others 
should be in the 90’s to optimize your chances for the final assult. Warning: The maximum for any attribute is 
99. If you increase an attribute over 99 it starts over at zero again. 


321 



2. Visit the old man in the garden at the top center (behind two locked gates). (O)ffer him $500 (minimum) and 
he will charge you to “Get the Ring,” which, from (T)ransacting with various parties, you have no doubt 
deduced is on Planet X at 9,9,9. Well, not quite; after stealing a spaceship from Pirate’s Harbour in the 
Aftermath, you simply get Father Antos’ blessing in Town Besko, the only town on Planet X. You must then 
return to San Antonio and the old man. (O)ffer him $500 (minimum) and “The Ring is Yours.” The Ring permits 
you to walk through fire, a necessity later on. Watch out that a Thief doesn’t steal it. Save your game and check 
your inventory before entering any time portal, city, or castle to make sure you still have it. 

3. The Quick Sword may be obtained from Santre, the prisoner in the second prison cell on the left. (O)ffer him 
$500 (minimum) and he’ll promptly fork it over. Note that you’ll have to fight your way in and out. This is a 
good place to use (N)egate. Unlock the door to the prison, (A)ttack the Guard—you’ll get a free hit before he 
reacts. Back up and lead him out the door, press (N), and make a run for the cell. Note that an agility of about 40 
is needed for you to use the Quick Sword. 

Try life as a Cleric as it makes things a bit easier, especially in the Dungeons and Towers; however, unlike Ultima /, 
you do not have to enter them if you don’t wish to. Exploring them is optional, and it’s quite possible to get through 
the game, defeating Minax, without ever setting foot in them. At the outset of the game, try to avoid combat and 
head Northwest, making for the town just Southeast of the Castle you will see. Try to (S)teal a weapon, armor and 
some food. Make sure you have enough agility and strength to handle what you’ve stolen. Should you be successful, 
leave the area, which essentially saves the game for you. Now—just maybe—you’ve got a chance to survive. 

As soon as you’ve won a Blue Tassle (check “Z” periodically), save the game to protect it from Thieves. Look for a 
ship, because that’s the most efficient monster whomper around. Move onto it and (B)oard. In some versions, a 
program bug causes another ship to follow the one you’ve commandeered. You can leave the first and board the 
second, and repeat this process until you’ve got a whole flotilla. In three full games, I have always found it easiest to 
get the first ship in the Pangea period, 9 million B.C., also a good place to get rich reasonably quickly. 

You may have to fight for your first ship in the A.D. time period. In Port Boniface, (T)ransact with a Guard near the 
entry blocks to make sure he’ll say “Pay Your Taxes.” (Those who don’t are invincible.) Attack him, moving yourself 
around under the block so that only one guard can get at you. Keep trying. If you don’t make it, don’t leave town-. 
Restart and try again; you’ll restart as you were before you entered. The corollory is never to leave a location unless 
you’ve improved your lot in life. If you are successful in killing a guard, leave immediately; you now have two keys. 

Re-enter the Port, move near the gate to the shipyards in such a way that the guys on the other side are not in front 
of the gate. Use a (N)egate spell, unlock the door and run for a ship. Once on board, beat up the Guards who come to 
you as this will build up your inventory of Keys. Assuming that you have a Skull Key and Brass Button, this is an 
opportunity to head for San Antonio again and get an airplane. You can’t buy them, so unlock the door, kill the 
attendant, (B)oard a plane and (L)aunch. 

The best place to get Gold in a hurry is on the oblong continent of the Time of Legends, where Minax hangs out. 
You need to be able to take care of yourself in order to survive here, as ships, at least initially, are in short supply. 
Assuming you can control the fighting enough to take on only one attacker at a time (ie., in the approach to the area 
you enter), it’s best to have an airplane behind you. As soon as a ship appears, fly to and (B)oard it. 

Sail either to the East or West coast. Move to the right, for example, and clobber the critters there while more 
critters gather on the far shore. Then sail over and repeat the process. In this manner you should be able to collect 
enough Gold to buy up to over 9,000 hit points and get into the 90’s on all attributes. Only then are you ready to try to 
do in dear old Minax. 

To save yourself $4,500 of your hard earned gold, here are the Sage’s clues (at $100 times the number of the clue): 

1. The Queen is the King; the King is a Spy. 

2. The evil men do is a horrable thing. 

3. But dispelling means that you must have the ring. 

4. Just where it is I cannot say. 

5. But I’ll tell right now there’s no other way. 

6. I hear in a town where the water runs free. 

7. There is an old man living under a tree. 

8. He has not a name, but he has got a clue. 

9. Mayhaps if you find him, he’ll tell it to you. 


322 




The Bartender s tips for the indicated number of gold pieces are as follows: 

1. Hmmm. 

2. Some Fighters Wear Magic Helms. 

3. Hmmm. 

4. Saylors Wear Blue Tassles. 

5. Aviators Use Skull Caps. 

6. Guards Carry Keys. 

7. Mages Carry Wands or Staffs. 

8. Planes Need Brass Buttons. 

9. Caugh. 

As to space travel, watch out for the computer changing your input values of Xeno, Yako and Zabo. As you may 
have gathered, you can fly to the eight known planets as well as Planet X and, if you're suicidal, the Sun. There is no 
requirement to do so, but several are rather interesting, even though the Dungeons, Towns, Stores and Prices are all 
very Earth-like. While only a cave can be found on Mercury and Saturn has naught but some roaming monsters, all 
the rest have either towns or villages. Uranus's is somewhat different and full of jesters,while Neptune, where you 
can easily get lost, boasts a Computer Camp. 


ULTIMA III 


There is no set solution to this game. It's long, even with these gold and time saving clues. Try forming a party 
and trasferring all food and weapons to one member. This is best done within the Castle, avoiding monsters with 
which you can't cope. Leave the town to save the game, hit Reset, reboot, delete the empty character shells, and 
create three more. Go to town and buy your front line men with bows; these have the major advantage of hitting 
targets from a distance. Consider using a Cleric with 25 Wisdom points, as you'll need all the healing power he can 
muster. 

You'll be able to get to a maximum of 550 hit points, initially, by (T)ransacting with the King, provided you have 
enough experience. With your 550 points, go to the dungeon in the northeast comer of the island, in the blackened 
area. You'll recognize it by its waterway and protecting ship. In the first two levels, you should find two “plates," 
which you should touch. One yields the Mark of the King; and the other the Mark of Fire, which permits you to walk 
through fire. With the Mark of the King, you can now get up to 2,550 hit points, again provided that you have enough 
experience. 

When you leave the Castle, go west 8 steps and south 34. When the moons are in 0,0 conjunction, the town of Dawn 
will appear below you. In it you'll be able to buy better armor and weapons, as well as the keys, powders which 
negate time, and gems which permit a screen display of the local area. More important, in the lower right comer are 
three guys, each with important clues about Exotic weapons. After leaving, try to find a ship if you don't already 
have one. Try digging on the two-square island near the island town of Fawn. 

Make your way to the town on the island east of the Mainland. You'll recognize it by the bribable guard standing 
before a locked gate. You can save the $100 bribe fee and a key by entering the maze south of the main entrance. Go 
north at the first place you can, then straight east as far as you can, and then north to inside the gate. Peer at a Gem, 
and sketch the town, using the sketch to get into the town. Go west to the locked gate. This one requires using a key. 
Go south to the entry on the left side of the screen. Go west to the first north possibility, west to the next south 
possibility, and west again. This should put you next to a guard. Bribe him, unless you are strong enough to kill off all 
the guards. To the west lies a treasure area, good for about $1,100 (about $2,000 if you have the Mark of Force). It's 
good to have a Thief who can grab the chests, and a Cleric who can heal him. Repeat this process until you've got 
quite a load of gold, say $13,000 or so. Just be careful that you don't (C)ombine your gold hoard; give it all, say, to 
your second or third man, and use both your Thief and Wizard's spells to collect the loot. 


Loaded with your gold and at least four keys, jump in your ship, find a whirlpool storm and enter it. You'll be cast 
on the shore of another island where there are four shrines. Here you can buy capability points at $100 a pop. Peer at a 
Gem to get the lay of the land, and make a rough sketch. The Shrine of Strength is in the southwest comer, reached 
though the mountain entry way in the northwest comer. Work your way south from there. You're on the right track if 
you encounter two sets of wild horses. Keep going south from there. Be sure to <Pray> at each shrine. 

The Shrine of Intelligence lies behind three locked gates in the north-central area. Don't bother opening up the 
cages. Capture the ship that's waiting for you and sail west to where you can disembark. The Shrine lies behind the 
third gate. You reach the Shrine of Wisdom by going north from the entry gate of the Shrine of Intelligence. Track 
around to another locked gate. After the initial north and east travel, work your way south and slightly east. Ignore 
the next locked gate you see. The Shrine of Dexterity is in the southeast area. After entering the dark area (to the right 
and north of your landing point), work your way northeast. 

Near the initial entry into this area you'll be able to go south. Following that track gets you to the south shore of the 
Island, where you must capture a Pirate ship. Using yet another key, sail through the locked gate to the west and into 
the awaiting Whirlpool in order to get back to the point at which you initially entered the Whirlpool. Several trips 
between Death Gulch and Shipwreck Island should bring your attributes up to a fairly impressive level, and will 
certainly make your life easier. 

By now you should have at least two Marks and all four Cards. You'll find the Mark of the Snake on the eighth level 
of the dungeon on the large island east of the Mainland. Another Mark appears on that level. If it isn't the Mark of 
Force which permits you to walk through force fields, you'll find it in the west end of level 8 in the dungeon 
surrounded by lava in the dark mountain area at the southeast end of the island. Lastly, if you want to find the Lord of 
Time, look in the northwest comer of level 8 in the dungeon locked in by mountains (which you can only reach via 
the Moon Portals). 

Once you have 2,550 hit points and all eight Marks and Cards, you're ready for Ultima. “Ready” all of your party 
with Exotic weapons and sail up to the Snake in the center of the island on the southeast comer of the Mainland. 
<Yell> EZOCANE. It would be wise to make a copy of the player disk before entering the castle, as things can get 
rough in there. Go as far to the west as you can, walking through the Force Fields and Fire. Then head north, all the 
way up. As you go along you'll have several fairly tough battles. It’s a good idea to negate time with a powder at the 
outset of each battle. 


In the upper central part you'll hit three sets of invisible enemies (Floors), each of whom hit pretty hard. Use your 
Wizard's “P” spell or your Cleric's “O" spell. To get the rest, negate time, line your men up abreast, and march up the 
room, attacking forward and to the sides. Each Floor panel will only take one hit to kill when you find them. When 
the negate powder wears off, watch which of your guys is getting hit: he's the one nearest your foe. 

Now the time has come. Move to the left of the machine that is Ultima. <Insert> Love, move right, <Insert> Sol; 
right, <Insert> Moons; right again and <Insert> Death. That should do it, only to whom should you “Report Thy 
Feat!'??? 


Ultima III Prophecies 


Gold 

100 You'll leam of marks and playing cards and hidden holy shrines. 
200 Of marks there are but four—Fire, Force, Snake, King. 

300 Leam their use in Devil Guard or death you'll surely bring. 

400 Shrines there are but four to which you go and pray. 

500 Their uses are innumerable and clues throughout I say. 

600 Suits do number four, called Sol, Moons, Death, and Love. 

700 Unto the Montors thou must go for guidance from above. 

800 To aid thee in thy cryptic search, to dungeons thou must fare. 

900 There seek out the Lord of Time to help you if he cares. 


324 




Bartender Tips 


Gold 

7-9 Thank you kindly. 

10 Ambrosia, ever hear of it? 

20 Dawn, the city of myths & magic. 

30 The conjunction of the moons finds link. 

40 Nasty creatures, nasty dark, sure thee ready for thee embark. 

50 None return or so Tm told from the pool dark and cold. 

60 Shrines of knowledge, shrines of strength are all but lost into the brink. 

70 Fountains fair and fountains foul all are found in dungeons bowel. 

80 Exodus: Ultima III which is next? Now could be. 

90 Seek ye out the Lord of Time and the one way is a sure find! 


Village Rumors & Misty Writings 


Cards are useful. 

The King favors a Mark. 

Seek ye the Mark of Kings. 

You need a Mark to pass. 

Marks gained in Dungeons. 

Hot metal leaves a Mark. 

Marks are useful. 

A Mark helps invoke the snake. 
Invoke the Silver Snake. 
Conjunctions of moon finds link. 
Only exotics will protect you 
from great evil. 

Seek the Shrines of Truth. 

Seek ye the Dungeon of Fire. 
Beware the Fires of Hell. 
<Pray> for the invocation. 
<Pray> in the Circle of Light. 
Dawn Lasts but a Moment. 


<Search> for Shrines. 

<Search> the Cards. 

<Dig> Carefully. 

<Dig> up Exotics. 

<Dig> on Islands. 

Baby Bob: Bring me Bucks. 

Seek the Jester in Castle Fire. 

Jester says: West-8, South-35 
And Await the Dawn. 

Lord of Time says: Love, Sol, 
Moons, Death. All 
Else Fails. 

Circle of Light: <Yell> EZOCANE 
Exodus is four as one. 

<Insert> Cards into Exodus. 


Price Lists 


Weapons 



Armor 

Dagger 

5 

B 

Cloth 

Mace 

30 

C 

Leather 

Sling 

60 

D 

Chain 

Axe 

125 

E 

Plate 

Bow 

350 

F 

+2 Chain 

Sword 

200 

G 

+2 Plate 

H Sword 

250 

H 


+2 Axes 

400 

1° 


+2 Bows 

1050 J° 


+2 Swords 

800 

K° 


Gloves 

1200 L* 


+4 Axes 

2600 M° 


+4 Bows 

6550 N° 


+4 Swords 

4550 O* 


Exotics 

free 

P 





Objects 

75 

Keys 

50 

195 

Torches 

5/30 

575 

Powders 

90 

2500 

Gems 

75 


6130* 

8250* 


Sacraments 


Curing 100 

Healing 200 

Resurrection 500 

Recalling 900 


Misc: Horses 4/800 

Attributes 1/$100 at each Temple. 


*=Available only in the Town of Dawn. 


325 



Moon Cate Destinations 


Conjuction 

0,0 

0,1 

0,2 

1.3 

1.4 

1.5 

2.6 
2,7 
2,0 

3.1 

3.2 

3.3 

4.4 

4.5 

4.6 

5.7 
5,0 

5.1 

6.2 

6.3 

6.4 

7.5 

7.6 

7.7 


From 

NE Comer 
NE Comer 
NE Comer 

Cave Island 
Cave Island 
Cave Island 

3 square area 
3 square area 
3 square area 

South Coast 
South Coast 
South Coast 

3 square area 
3 square area 
3 square area 

Castle 

Castle 

Castle 

Devil Guard 
Devil Guard 
Devil Guard 

Dungeon 

Dungeon 

Dungeon 


To 

NE Comer 
Cave Island 
3 square area 

South Coast 
3 square area 
Castle 

Devil Guard 
Dungeon 
NE Comer 

Cave Island 
3 square area 
South Coast 

3 square area 
Castle 

Devil Guard 

Dungeon 
NE Comer 
Cave Island 

3 square area 
South Coast 
3 square area 

Castle 

Devil Guard 
Dungeon 




ULYSSES AND THE GOLDEN FLEECE 


1. Climb Fence. Get Coin. Don't reenter alley with Chest. 

2. Talk Guard. Yes. 

3. Bow. Get Chest of Gold and Silver. 

4. In the Forest, Get Chest (which you won't be able to open for quite some time yet). Listen to Voice. 

5. The only object you don't need is the Lantern! 

6. Get Bottle. Get Note. Read Note (says FLEECE, spelled backwards). Give Coin. Yes. Get Map. (From Storm, 
Go N.N.E.S.W.S.W.S.E.N.E.N.E.E.) 

7. Go Ship. Cast Off. 

8. En route to Storm, Get Bag and Condor, then follow Sailing Instructions. Go Shore. 

9. Clean out area. Get Bridle, Sparkling Dust (Look Hole). Get Water—the Potion of which the Voice spoke. 

10. Tie Leather. To Leather. Throw Leather. 

11. Give Gems (to Dragon). 

12. Get Feathers (from Condor). Make Wings. With Feathers. Wax. Fly. 

13. Get Rock. Get Reins. Go Hole. 

14. Throw Dust. 

15. Pour Wine. On Me. Return to Ship. 

16. Pour Bottle. In Ocean. 

17. You can avoid the Sirens, but don't. Knead Wax. Plug Ears. No. Tie Rope. To Mast. Yes. Remember Siren’s 
Magic Word SUPPELTUEL. 

18. Look Tree. Read Carving. SVENEESAS. 

19. SEVENSEAS. Open Cage. Get Mallet. 

20. Give Wine. Grapes. Get Trunk. Sharpen Trunk. Kill Cyclops. In Eye. 

21. Kill Sheep. Make Fire. Cook Sheep. Feed Men. 

22. Keep away from the Dwarf. 

23. ECEELF (Opens Chest). Get Sword. Kill Skeletons. With Sword. 

24. SUPPELTUEL. 

25. Bridle Pegasus. Put Reins. Use Mallet. Mount Pegasus. Get Fleece. Fly. Bow (to King). Give Fleece. Win your 
own Kingdom and become a Level 2 Adventurer. 


327 



VOODOOCASTLE 



1. Open Coffin. Take Ring. In Tunnel, Wave Ring. Get Knife. Go Chute. Take Plaque. 

2. In Lab with Shield, Mix Chemicals. (Shield protects against exploding test tubes.) Get Hammer on way back. 

3. Drink Chemicals. Get Saw. Look Grave. Get Four Leaf Clover. May enter Jail Cell now; need saw to get out. 

4. In Chimney, Get and Clean Idol. 

5. Look and Move Kettle. Go Hole. Without Idol and with Glass, in Dark Place, get safe combination. With Idol, 
Get Rabbit's Foot. 

6. Take and Drop Heads. Turn 38. Turn 33. Get Hammer. 

7. Pull Nails. Remove Boards with Hammer. Saw Grate with Saw. Drop Nails, Boards and Grate. Push Button. 

8. Push Sweep. Read Paper. 

9. In Parlor, Say Zap to Ju-Ju Man. Listen. 

10. In Room with Plaque and with Ju-Ju Bag, Wave Bag. Go Crack. Get Missing Page. 

11. Open Closed Window. Get Doll on Ledge. 

12. In Chapel, look in Ju-Ju Bag. Get Stick and Book. Assemble all objects called for in Book and on Missing Page. 
Follow their directions in sequence. Make sure you hold either the Rabbit's Foot or the Four Leaf Clover and 
put the other on the Man in Coffin. 


WITNESS 

1. Look for changes before and after Linder's departure. 

2. Responses to a given question may vary if more than one party is present at the time. 

3. Use a technique comparable to one learned in Deadline. If you need more specific help in this regard, see item 
7. 

4. Once in the house, there is a way to avoid Linder's murder, but it is not the optimum solution and will cost you 
dearly. 

5. Several key objects to look at or analyze appear at one location. Be sure to check out the clock. 

6. While your Colt can (but needn't be) used, some significant changes can be wrought by the appropriate use of 
the handcuffs. (Handcuff her!) 

7. Look around for a place to hide. Check the Sofa and Wait. 


328 




THE WIZARD AND THE PRINCESS 



1. A lot of rocks South of town with which to kill the Snake; only one won’t get you first, however. Starting in 
Town, try the Rock S.S.S.W.S. Get back to Snake with N.E.E.E.N. Whomp ’im. 

2. Drink Water. (Check your starting Inventory.) 

3. Look Hole. Get Cracker. 

4. Take Rock. Get Magic Word HISS. 

5. HOCUS (creates Bridge). As an alternate, with the Locket at the Chasm edge, Open and Examine Locket. 
North. 

6. No, you can’t stop him. Be sure to Fill Flask (with Water). 

7. HISS. Go Crevice. Recover the Bread, Locket and Cracker. Unlock Door. Open Door. 

8. Give Cracker. Get Vial. 

9. Feed Lion. Give Bread. 

10. Take Rope. Enter Boat. Fill Hole. With Blanket. Go N.N.N.E.E.E. (Drink Water, just offshore.) 

11. Tie Rope. To Anchor. Throw Anchor. Climb Rope. Get Shovel. 

12. Dig (with Shovel). Get Chest—momentarily. 

13. Get Harp (in Chest). 

14. Drink Vial. North. (Fly to another Island.) 

15. Follow Rainbow. Get Coin. Don’t forget the Ring. 

16. Say Lucy. Cross Bridge. Recover stuff from the Cave. 

17. Play Harp. 

18. Buy Horn. Buying any other item results in a no-win game. 

19. Play Horn. 

20. If you wind up here, Feed Apple. 

21. If you get zapped here, Pick Lock. With Knife. Or go back out through the maze and Open Door from the other 
side. 

22. Go through Maze to Tower. Down. Go back Up. Rub Ring. 

23. Kiss Frog. 

24. Look Closet. Get and Wear Sneakers. Say WHOOSH. Zip back to Town for your just rewards. 


329 



ZORKI 


1. Climb Tree. Get Jeweled Egg. 

2. Open Window at West Side of House. Enter Window or West. 

3. Move Rug. Get Lamp, Sword and Rope. Open Trap Door. Turn on Lamp. 

4. Kill Troll. Again, until he’s done in. Leave his Axe. Drop all but Lamp. 

5. Get Painting. Exit Studio into Kitchen. (Can carry only two objects from Studio.) Start putting Treasures into 
Trophy Case, but carry the Egg so that Thief may steal it (so be sure to get it!). 

6. With Rope and Lamp, Tie Rope to Rail. Climb Rope. Get Torch. Turn Off Lamp (conserve it wherever 
possible). Should Thief steal Torch before you get the Diamond, go to Steps 19 through 21. Otherwise, it’s 
advantageous to have Thief steal you blind! Leave Bell, Book and Candle for now. 

7. Get Coffin. Pray (at Altar). Trap Door will now stay open rather than locking shut on entry. In Clearing or 
Behind House, Open Coffin. Get Sceptre. 

8. Wave Sceptre. Get Pot of Gold. Add Gold, Coffin and Sceptre to the Trophy Case. 

9. Get All (Wrench, Screwdriver and Tube of Gunk). Push Yellow Button to enable the Console in the Lobby. The 
Brown Button disables it. Pushing the Blue Button will flood the joint, but gives you a few moves to get out. 

10. Turn Bolt With Wrench, opening Sluice Gates. Drop Wrench. 

11. Inflate Boat (With Pump). (When getting Pump, it’s easier for now if you leave the Trunk and, especially, the 
Trident.) Launch. Wait or Look until you drift South to Buoy. Get Buoy. Land. Open Buoy. Get Emerald. Don’t 
push your luck by going further South; it’s a long way down! The Sceptre and Trident are tough on Rubber 
Boats, but the Tube of Gunk can Repair Boat. 

12. Dig Sand With Shovel until you find Scarab. Drop Shovel. Either walk over Solid Rainbow or carry Boat to 
Sandy Beach. Launch. West (to White Cliffs). Park Emerald and Scarab in the Trophy Case. Head back for 
more with the Lamp, Torch and Matches. Temporarily drop off the Screwdriver. 

13. Echo. Get Platinum. Both Platinum and Coffin are especially heavy, so that you can carry relatively fewer 
objects. 

14. With Bell, Book and Candle from Altar area, Drop Candles, if lit. Ring Bell. Hold Candle (Light Candle with 
Match, if necessary). Read Book. Get Crystal Skull. Leave Bell, Book, Candle and Matches. (Use only the 
Matches to relight candles. Save Game and try lighting Candles with Torch or Lamp.) 

15. With Lamp, Torch and Screwdriver, Drop (or just hold) Garlic in Bat Room. Leave Jade Figurine for now. 

16. Put Screwdriver and Torch in Basket. Light Lamp. Don’t check out the Gas Room with the Torch! Run down 
and Get Coal. Add it to the Basket. Lower Basket. 

17. Drop All. You can now go West from the Timber Room. 

18. Open Machine. Put Coal in Machine. Close Machine. Turn Switch With Screwdriver. Get Diamond. Reload 
Basket with everything except Screwdriver. Pick up Bracelet, Jade Figurine and Basket goodies. Slide down to 
Cellar and stow the treasures. 

19. With Lamp, Nasty Knife (or Sword), Food, Water and Key, Get Coins. (Save Game and try throwing Rusty 
Knife.) Feed Cyclops the Sandwich in the Brown Bag. Give Water to Cyclops. A less elegant but more effective 
approach is to say ODYSSEUS. (Read the Prayer Book, and note that the first letters of each line put together 
spell out ODYSSEUS.) 

20. Key may be used to unlock Grate from inside. Note nice touch if you have or haven’t Moved Leaves, which may 
also be Burned or Counted. 

330 





21. Carrying Lamp, Nasty Knife (or Sword), the Jeweled Egg (if it hasn't been stolen already), and all the 
Treasures that you can, confront Thief in his Storeroom. Give him each of the Treasures to load and slow him 
down. Kill Thief. Again, until he's vanquished. Should you ever try to polish him off elsewhere, earlier in the 
game, save the game first, as your chances of success are slim, but finite. 

22. With the Clockword Canary (that was in the Jeweled Egg opened by the Thief's nimble fingers), Climb Tree. 
Wind Clockwork. Mother Song Bird will come and drop a Brass Bauble, the last of the needed points. 

23. Return all Treasures to the Case. If all fifteen are stored, an ancient Parchment will appear. With it, a Secret 
Path can be found, and the beginnings of Zork II are revealed. 


Treasures, Scores, and Where to Get Them 


Treasure 

Value 

Value 

Where 


(touch) 

(case) 


Beautiful Painting 

4 

6 

Gallery 

Jewel Encrusted Egg 

5 

5 

In nest in tree 

Ivory Torch 

14 

6 

Torch Room 

Gold Coffin 

10 

15 

Egyption Room 

Egyptian Sceptre 

4 

6 

In the Coffin 

Pot of Gold 

10 

10 

End of the Rainbow 

Crystal Skull 

10 

10 

Land of Living Dead 

Jeweled Scarab 

5 

5 

Buried in Sandy Cave 

Large Emerald 

5 

10 

In the Buoy 

Platinum Bar 

10 

5 

Loud Room 

Trunk of Jewels 

15 

5 

Reservoir 

Crystal Trident 

4 

11 

Atlantis Room 

Jade Figurine 

5 

5 

Bat Room 

Sapphire Bracelet 

5 

5 

Gas Room 

Huge Diamond 

10 

10 

You create it 

Bag of Coins 

10 

5 

In the Maze 

Silver Chalice 

10 

5 

Treasure Room 

Clockwork Canary 

6 

4 

In the Egg 

Brass Baubble 

1 

± 

1 

Songbird has it 

Ancient Parchment 

0 

0 

On Case if all treasures are in 


143 

129 



Other Points 


Getting into the house 10 

Getting into the cellar 25 

Getting past the Troll 5 

Getting to the Torch Room 13 

Getting to the Treasure Room 25 


78 


331 





ZORKII 


1. With Lamp, Sword, Opener, and Mat from Gazebo, Put Mat Under Door. Move Lid. Insert Opener in Keyhole. 
Pull Mat. Get Key. Get Opener. Unlock Door with Key. Get Blue Sphere. Drop Key and Opener. Leave Mat. 
(No, you can’t do anything to stop the Wizard.) 

2. Attack Dragon (With Sword). Don’t overdo it, it could be dangerous to your health. Get his attention and move 
South. When he follows, whomp him again and move toward Ice Room. Repeat, moving into Ice Room. 
Return to Dragon’s Lair. 

3. Get Trunk. Follow Princess (to Gazebo). (She will open a secret door in Marble Hall.) Get Newspaper, Matches 
and Small Gold Key. Red Rose is nice, but of no use. 

4. Drop all but Lamp and Teapot in spinning Carousel. Get Portrait, Enter Curtain. Enter South Wall. Enter 
Curtain. Get Bills. Enter North Wall. Leave and return. Get Bills and Portrait. Enter Curtain. When returning, 
Fill Teapot at Deep Ford. 

5. In Riddle Room, Say “Well.” 

6. Get in Bucket. Pour Water (into Large Bucket). Drop Teapot. (To go down, Get and Fill Teapot.) 

7. Get all but the Orange Cake. (Orange Cake will explode if you eat it.) Eat Green Cake and shrink. Enter Tiny 
Door. Put Red Cake in Pool. Get Candy. Leave Flask; it’s poisonous and of no use to you. Go through 
Mousehole again and Eat Blue Cake. 

8. Tell Robot East. Tell Robot Push Triangular Button. (At the now-stopped Carousel, Room 8 and the possibly 
useful Grue Repellent have become accessible. A Steel Box with Priceless Violin in it is now also present.) Tell 
Robot South. 

9. Get Red Sphere. Tell Robot Lift Cage. Make sure you have Sphere. 

10. With Brick, String, Paper and Matchbook, Get in Basket. Open and Put Paper in Receptacle. Light Match. Burn 
Paper. 

11. Land (at Small Ledge). Tie Wire to Hook. Get Out. Get Zorkmid (Coin) and Rare Stamp (in Purple Book). 
Read White Book. Get in Basket. Untie Wire. Burn more Paper if necessary. 

12. Land (at Wide Ledge). Tie Wire again. Put String in Brick. Put Brick in Hole. Light Match. Light String with 
Match. Leave Room and wait for explosion. Get Crown. Leave promptly, as detonation of Brick in any room 
makes it very unstable—try it, after you’ve saved the game. Untie Wire and Close Receptacle. 

13. With Lamp, Sword (or Bat), Gold Key and both Red and Blue Spheres, Give Candy to Lizard in Guarded 
Room. Unlock Door with Small Gold Key. 

14. Throw Sword (or Bat) at Aquarium. Don’t stand too close or try it with your hands! Get Clear Sphere. 

15. Put Red, Blue and Clear Spheres in their respective Stands. Get Black Sphere. 

16. Put Black Sphere in Pentagram to summon Demon. Give Demon each of the ten treasures. Tell Demon Give 
Me the Wand, or if you’re teed off with the Wiz, Tell Demon Kill Wizard, and then Get Wand. (Several fun 
options exist for your wish. Save Game and try, for example, to Tell Demon Kill Dog.) 

17. Wave Wand at Rock. Chant Float. Get Collar. 

18. The Oddly Angled Rooms (Maze) are a Baseball Diamond. Find Bat at Home Plate. (Southeast.) Run the bases 
SE.NE.NW.SW. Then North. Put Collar on Dog. 

19. In Crypt, type Score. One more puzzle? Carrying the Wand, Turn Off Lamp! Enter the dominion of Z ork IIIW 


332 




Treasures ‘n Stuff 


Treasures 

What Where 


Gold Statue 

Dragon's Lair 

Portrait 

Chairman's Office 

$200 in Zorkmids 

Vault 

Small Gold Key 

Received from Princess 

Coin 

Small Ledge 

Rare Stamp 

In Library’s Purple Book 

Crown 

In Dusty Room's Chest 

Ruby 

Lava Room 

Violin 

In Steel Box on Carousel 

Pearl Necklace 

Pearl Room 


What 

Objects 

Use 

Lamp 

Light. Finding Hidden Door 

Sword 

Teasing Dragon. Breaking Aquarium 

Blue Sphere 

Making Black Sphere 

Red Sphere 

Making Black Sphere 

Clear Sphere 

Making Black Sphere 

Black Sphere 

Summoning Demon 

Teapot 

Carry Water for Well 

Red Rose 

Nice, but nothing 

Placemat 

Sliding under Dreary Room Door 

Letter Opener 

Pushing out Key 

Key 

Opening Dreary Room 

Matches 

Lighting Papers and String 

Newspaper 

Making Hot Air for Balloon 

String 

Fuse for explosive Brick 

Brick 

Explosive for Box 

Green Cake 

Shrinks you when eaten 

Blue Cake 

Restores normal growth 

Red Cake 

Absorbs water 

Orange Cake 

Explodes if eaten 

Flask 

Not useful 

Candy 

Feed to Lizard 

Robot 

Pushing Buttons and Lifting 

Collar 

Tames Dog 

Bat 

Home Plate. Breaking Aquarium 

Books (4) 

Rare Stamp in Purple Book 

Grue Repellent 

Good for a few moves 



ZORK III 


1. Be trusting. Tie Chest to Rope. Wait. Hold Rope. Get Staff, don't kill him, or Staff will break. 

2. Wait for Boat, Say “Hello Sailor,” get Vial—an alternative aid for later. 

3. Fight Shadowy Figure. When defenseless, Take Hood and Cloak, don't kill him. 

4. At Lake, Drop All (save game—try taking Lamp into lake). Down, Get Amulet. 

5. Indicator 1: don't need. 

Indicator 2: Rub Table, Get Grue Repellent. 

Indicator 3: Get Torch. Rub Table, Drop Torch. 

Indicator 4: (Save game) Rub Table, spectacular death. 

6. Use Grue Repellent. (Alternative: watertight chest can carry the Lantern.) 

7. Get Key. Lift Cover. Cross Viaduct, which collapses in earthquake around turn 130. (Alternative: after 
earthquake, use Grue Repellent, get Key, return to Southern Shore immediately. There is just enough life in the 
Repellent.) 

8. If Old Man isn't there, leave and return later. Wake and Give Bread. Open Door. 

9. Break Beam by dropping any object. Go South and Push Button. 

10. Enter Mirror. Lift Short Pole. Push Red Panel until Compass points North. Lower Short Pole. Push Mahogany 
until room stops. Lift Short Pole. Push Red until Compass points South. Push Pine Panel and exit North to 
Wizard's Door. Knock and get Magic Word “Frotz Ozmoo”. All but Lamp may be temporarily dropped in 
Engraving Room. (Alternative: drinking the liquid in the Vial produces one-to-two move invisibility, just long 
enough to get by the Guardians.) 

11. After earthquake, tackle Royal Puzzle (see below). Get Book, don't drop it in slot, which will get you out but 
leave you in a no-win situation. 

12. Push Gold Machine into Jewel Room. Sit on Seat. Turn Dial to 776. Push Button. Take Ring. Listen to Guards 
until they leave. Go to Museum. Hide Ring under Seat. Turn Dial to 948. Push Button. Stand Up. Retrieve your 
objects in Jewel Room. (By now, you should have all 7 points and the Staff, Hood/Cloak, Key, Amulet, Book, 
Ring and Lamp. 

13. Turn Dial to 4. Push Button. Turn Dial to any other number. Tell Dungeon Master to stay. Go into Prison Cell. 

14. Tell Dungeon Master to Push Button. Unlock Bronze Door with Key and enter the Treasure Vault of Zork! 


334 



One Solution to Royal Puzzle 

(39 Moves) 

(PSW=Push South Wall, etc.) 


1) Down 

17) PSW 

2) PEW 

18) PSW 

3) W 

19) PSW 

4) PSW 

20) PEW 

5) E.SE.NE.N 

21) S 

6) PEW 

22) PWW 

7) SW.S 

23) SW 

8) PSW 

24) PNW 

9) Get Book 

25) PNW 

10) PSW 

26) NE 

11) PWW 

27) PWW 

12) S 

28) SW 

13) PEW 

29) PNW 

14) NE.NE.N.N 

30) PNW 

15) PWW 

31) NW.Up 

16) NW 



Point Awards—Seven Maximum 
(Easy to get and have winless situation) 

1. Getting to Chest 

2. Meeting Shadowy Figure 

3. Attacking Shadowy Figure 

4. Entering Lake 


5. Rubbing Table 

6. Pushing Wall in Royal Puzzle 

7. Time Travel to 776 



oYr 


Adventure 

(Various Companies) 

Adventureland 

(Adventure International) 

Adventure in Time 
(Phoenix Software) 

Ali-Baba & 40 Thieves 
(Quality Software) 

Beneath Apple Manor 
(Quality Software) 

Birth of the Phoenix 
(Phoenix Software) 

Blade of Blackpoole 
(Sirius) 

Castle of Darkness 
(The Logical Choice) 

Chambers of Xenobia 
(Avant-Garde Creations) 

Count 

(Adventure International) 

Coveted Mirror 
(Penguin Software) 

Cranston Manor 

(Sierra On-Line Systems) 

Creature Venture 
(Highland) 

Crime Stopper 
(Hayden Software) 

Crypt of Medea 

(Sir-Tech Software, Inc.) 

Crystal Caverns 
(Hayden Software) 

Curse of Crowley Manor 
(Adventure International) 

Cyborg 

(Sentient Software) 

Dark Crystal 

(Sierra On-Line Systems) 


// / / //////// 

// / / /V / / Ay /i/ /■$/ /$/ /V / 

/$/$/*/$/£/*.///?//*/?/$/ 


1 - Model 800 

2 - Models I & II 


336 







3 - Discontinued 

4 - No information available except for Apple Models 


337 






$ & & 
c&*V 


Mask of the Sun 
(Ultrasoft) 

Mission Asteroid 

(Sierra On-Line Systems) 

Mission Impossible 
(Adventure International) 

Mummys Curse 
(Highland) 

Mystery Fun House 

(Adventure International) 

Mystery House 

(Sierra On-Line Systems) 

Oldorfs Revenge (Wizard I) 
(Highland) 

Oo-topos 

(Sentient) 

Queen of Phobos 
(Phoenix Software) 

Quest 

(Penguin Software) 

Palace in Thunderland 3 
(Microlab) 

Pirate Adventure 
(Adventure International) 

Planetfall 

(Infocom) 

Pyramid of Doom 

(Adventure International) 

Sands of Egypt 
(Datamost) 

Savage Island I 

(Adventure International) 

Savage Island II 

(Adventure International) 

Secret Agent 
(Jor-And) 

Serpent's Star 
(Ultrasoft) 


3 - Discontinued 









2 - Models 14c II 

3 • Discontinued 


339 













340 




VENDORS 


Adventure International 

P.O. Box 3435 
Longwood, FL 32759 
Phone: 305-862-6917 

Avalon Hill Game Co. 

4517 Hartford Rd. 

Baltimore, MD 21214 
Phone: 301-254-5300 

Avant-Garde Creations 
P.O. Box 30160 
Eugene, OR 97403 
Phone: 503-345-3043 

California Pacific Computer Co. 
1205 Drake Drive, Suite D 
Davis, CA 95616-0819 

Crystalware 
Address Unavailable 

Datamost, Inc. 

8943 Fullbright Ave. 

Chatsworth, CA 91311 
Phone: 213-709-1202 

Hayden Book Company 
10 Mulholland Dr. 

Hasbrouck Heights, NJ 07604 
Phone: 201-393-6000 

Hayden Software 
600 Suffolk 
Lowell, MA 08153 
Phone: 617-937-0200 


Highland Computer Services 
8008 Gerard Ave. 

La Jolla, CA 92037 
Phone: 619-454-5079 

Infocom, Inc. 

55 Wheeler St. 

Cambridge, MA 02138 
Phone: 617-492-1031 

Jor-And 

P.O. Box 9180 
Glendale, CA 91206 
Phone: 213-247-6658 

Logical Choice, The 
9200 Baltimore National Pike 
Elliot City, MD 21043 
Phone: 301-465-3175 

Micro Lab 

2699 Skokie Valley Rd. 
Highland Park, IL 60035 
Phone: 312-433-7550 

Origin Systems, Inc. 

P.O. Box 58009 
Houston, TX 77258 
Phone: 713-333-2539 

Penguin Software 
830 4th Ave. 

Geneva, IL 60134 
Phone: 312-232-1984 


Phoenix Software, Inc. 

64 Lake Zurich Dr. 

Lake Zurich, IL 60047 
Phone: 312-438-4850 

Quality Software 
21601 Manila 
Chatsworth, CA 91311 
Phone: 213-344-6599 

Saber Software 
Address unavailable 

Sentient Software 
P.O. Box 4929 
Aspen, CO 81612 
Phone: 303-925-9293 

Sir-Tech Software, Inc. 

6 Main St. 

Ogdensburg, NY 13699 
Phone: 315-393-6633 

Sirius Software 
10364 Rockingham Dr. 
Sacramento, CA 95827 
Phone: 916-366-1195 

Superior Software, Inc. 

4312 Arizona Ave. 

Kenner, LA 70065 
Phone: 504-468-2273 

Ultrasoft, Inc. 

13503 Bell-Red Road, Suite 200 
Bellevue, WA 98005 
Phone: 206-451-8104 


341 


THE BOOK DIVISION 


Order 

# 

Title 

Price 

1 

The Book of Apple Software 1985 

800 pages of no-holds-barred software reviews. 

$24.95 

2 

The Book of Apple Macintosh Software 1985* 

Introductions and software reviews especially 
for the Macintosh. 

$14.95 

3 

The Book of IBM Software 1985 

Reviews over a 600 programs for the IBM PC. 

$19.95 

4 

The Book of Commodore Software 1985 

Hundreds of software reviews for the 
Commodore 64. 

$19.95 

5 

The Book of Atari Software 1985* 

Reviews galore of hundreds of the most popular 
Atari programs. 

$19.95 

6 

The Portable Computer Book 

Introduces computers and evaluates almost 100 
transportable computers. James E. Balmer A 
Matthijs Moes. 

$19.95 

7 

The Book of Adventure Games 

Reviews, maps, and hints for dozens of the 
most popular adventure games. Kim Schuette. 

$19.95 

8 

Commodore 64 Color Graphics: A Beginner’s Guide 

Instructions in BASIC for inexperienced 
programmers. Shaffer & Shaffer Applied 
Research A Development. 

$14.95 

8 

Commodore 64 Color Graphics: An Advanced Guide 

Combining machine language routines with your 
BASIC programs. Shaffer A Shaffer Applied 
Research A Development. 

$14.95 

10 

Commodore 64 Arcade Game Design 

Instructions and sample programs for writing fast, 
colorful arcade games. James Farvour. 

$16.95 

11 

Atari Color Graphics: A Beginner’s Workbook 

Sample BASIC programs, illustrations, and 
instructions for all Atari computers. 

Joseph W. Collins. 

$12.95 

12 

Atari Graphics and Arcade Game Design 

Pages and pages of instructions and sample 
machine language programs. Jeffrey Stanton. 

$16.95 

13 

Apple Graphics and Arcade Game Design 

Machine language programming for fast arcade 
games on Apple computers. Jeffrey Stanton. 

$19.95 

14 

Apple lie/lie Beginning Graphics* 

Easy-to-understand instruction in graphics 
programming. Shaffer A Shaffer Applied 
Research and Development. 

$16.95 

15 

Apple llc/lle Advanced Graphics* 

Graphics for the experienced programmer. 
Shaffer A Shaffer Applied Research 
and Development. 

$16.95 

16 

MacArt: Using MacPaint and MacWrite* 

Fully illustrated instruction in using these 
most popular Macintosh programs. Shaffer 

A Shaffer Applied Research and Development. 

$16.95 

17 

Interactive Video Primer: A Practical Approach* 

An introduction to this new, exciting technology 
by experts in the field. Del Smith Penny 
and Jackie Baldwin. 

$14.95 

ie 

Exceeding Expectations: The Businessman’s Guide 
to Choosing the Right Computer System 

Introduction to computers and how they are best 
used in business. W. J. Kaydos 

$14.95 

19 

The Insider’s Guide to Buying a Personal Computer* 

Tips, hints, and hard facts from leaders in the 
microcomputer industry. Isaac Malitz, Ph.D. 
and James D. Sadlier. 

$14.95 


20 

Connections: The Micro-Communications 
Guidebook* 

The nuts and bolts of putting your computer in the 
middle of the communications revolution. 
Michael Mellin, Ph.D., and Michael Mikus. 

$14.95 

21 

The Home Accountant Desk Reference 

Tips and suggested uses for this most popular 
home financial program. Steve Golding A 

Chris Kormann. 

$14.95 

22 

Personal Financial Planning with the 

Home Accountant 

Helps you turn this best selling program into 
a total personal productivity tool. Steve Adams. 

The User’s Encyclopedias 

Entries explain operating system, machine 
language, BASIC, and special commands, 
software, hardware, and helpful hints you 
won’t find anywhere else. Alphabetically 
arranged. 

$16.95 

23 

The Apple User's Encyclopedia (II, II+, lie, III) 

$19.95 

24 

The Commodore 64 User’s Encyclopedia 

$14.95 

25 

The Commodore Vic 20 User’s Encyclopedia 

$14.95 

26 

The Atari User’s Encyclopedia 

$19.95 

27 

The TRS-60 User’s Encyclopedia 
(Color Computer and MC-10) 

$14.95 

28 

The TRS-60 User’s Encyclopedia 
(Models 1, III, and 4) 

$19.95 

29 

The TRS-60 User’s Encyclopedia (Model 100) 

$14.95 

30 

The Texas Instruments User’s Encyclopedia 
(T 1-99/2, 4, 4A) 

$14.95 

31 

The Timex/Sinclair User’s Encyclopedia 
(TS1000, TS2066, ZX61) 

$14.95 

32 

MacReference* 

A special User’s Encyclopedia for this special 
computer. Michael Mellin, Ph.D. A Andy Klein. 

$19.95 

33 

The Quick and Easy Guide to: 



Word Processing with the IBM PC 

Introduction to word processing, reviews 
of popular programs, and detailed comparison 
chart. David Lansing. 

$ 4.95 

34 

The Quick and Easy Guide to: 



Spreadsheets on the IBM PC 

Explains the theory modeling and reviews 
almost forty popular spreadsheet programs. 

Tom Simondi. 

$ 4.95 

35 

The Quick and Easy Guide to: 



File Management on the IBM PC 

Explains how file managers work and how you 
can use them, and reviews several best 
selling programs. Evan Lim and Amy Woodis. 

$ 4.95 

36 

The Quick and Easy Guide to: 



Database Management on the IBM PC 

What databases do and how they can 
do it for you. Reviews of many important 
database programs. Evan Lim and Amy Woodis. 

$ 4.95 

37 

The Quick and Easy Guide to: Educational Software 



on the Apple, Elementary and Early Childhood 

The concepts behind education using computers, 
tips on selecting software, and over 100 reviews. 
Stephen J. Taffee, Ph.D. A Andrew J. 

Keogh, Ed.D. 

$ 4.95 

38 

The Quick and Easy Guide to: Educational Software 



on the Apple, Secondary and Adult 

What to look for when selecting educational 
software and reviews of over 100 programs. 
Stephen J. Taffee, Ph.D. A Andrew J. 

Keogh, Ed.D. 

$ 4.95 






39 

The Quick and Easy Guide to: 

Word Processing on the Apple 

Introduction to word processing and Apple 
computers , and reviews of popular programs. 
Steve Adams. 

$ 4.95 

40 

The Quick and Easy Guide to: 

Spreadsheets on the Apple 

Introduction to computer modeling and 
reviews of many popular spreadsheet programs. 
Tom Simondi. 

$ 4.95 

41 

The Quick and Easy Guide to: 

Database Management on the Apple* 

Introduction to database programs and their 
uses, and reviews of many popular programs. 

$ 4.95 


CONTINENTAL SOFTWARE 



Home Productivity Software (Available for Apple, 
IBM, Atari, and Commodore. Check with your 
dealer or Arrays, Inc./Continental Software 
for other versions.) 



The Home Accountant 

The #1 bestselling home finance package. The 
best way to organize and maintain your financial 
records. 


42 

Home Accountant 
(Apple Expanded, Apple lie, Atari, 

Commodore 64, IBM PCjr, and TRS-80) 

$ 74.95 

43 

Home Accountant Plus 
(IBM and Tl Pro) 

$150.00 

44 

Home Accountant Plus 
(Epson, Kaypro, and Osborne) 

$ 99.95 

45 

Home Accountant for the Macintosh 

$149.95 

46 

The Tax Advantage 

This bestselling income tax program works 
year-round with the Home Accountant for 
tax planning and preparation. 

$ 69.95 

47 

The Home Cataloger 

Catalog anything you own—books, wine, 
household items. Comes with 10 ready-to-use 
catalog formats. 

$ 49.95 


F.C.M. 

This versatile mailing list program prints custom 
labels and works with popular word processing 
programs to produce customized form letters. 


48 

F.C.M. for Apple 

$ 99.95 

49 

F.C.M. for IBM and Tl Pro 

$124.95 

50 

F.C.M.jr (for IBM PCjr) 

$ 74.95 

51 

F.C.M. for Commodore 64 

$ 49.95 

52 

Learn to Type* 

A newer and better way to improve your 
typing skills. Includes built-in mini-word 
processing program, choice of QWERTY or 
Dvorak keyboards. 

$ 49.95 

53 

Phone Call* 

Innovative, affordable telecommunications 
for the Commodore 64. 

$ 49.95 


Get Rich Series:* Teachs basic money management 
skills and offers a range of financial solutions 
tailored to individual needs. (Available for 

Apple, Atari, IBM, and Commodore 64. Check with 
your dealer or Arrays, Inc./Continental Software 
for other versions.) 


54 

55 

56 

57 

Volume 7— Get Rich: Strategies 

Volume 2—Get Rich: Real Estate Planning 

Volume 3— Get Rich: Insurance Planning 

Volume 4— Get Rich: Retirement and Estate 
Planning 

$ 49.95 
$ 49.95 
$ 49.95 
$ 49.95 


58 

UltraFlle 

Powerful database incorporating filing, custom 
reports, and graphing. IBM, PC/XT, Compaq, 
and Tl Pro. 

$195.00 

59 

Property Management 

Complete, flexible package that simplifies daily 
recordkeeping for property managers and owners. 
IBM, PC/XT, Compaq, Wang PC, and Tl Pro. 

$495.00 


The CPA Series: Computer Programmed Accountant 

Fully integrated or stand-alone accounting 
programs for small to medium sized businesses. 
(Available for Apple ll/lle only.) 


60 

Module 1—General Ledger 

$250.00 

61 

Module 2—Accounts Receivable 

$250.00 

62 

Module 3—Accounts Payable 

$250.00 

63 

Module 4—Payroll 

$250.00 


* Available in 1985. Call or write Arrays, Inc. Product 
Information for book publishing dates or release dates of 
software for your computer. 


Arrays, Inc. 

11223 S. Hindry Avenue 
Los Angeles, CA 90045 
(213) 410-3977 

Prices subject to change without notice. 






ORDER FORM 


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Number 

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Model (Software) 

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Total 

Price 















































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Arrays, Inc. 

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Los Angeles, CA 90045 














THE BOOK Or 


Once upon a time (isn’t that the way the best literature starts?), 
when 16K computers were still the size of a house, there were 
adventure games. Since then, the two have evolved together. 
Computers are now more powerful and sophisticated, and 
adventure games offer greater stimulation, delight, and challenge 
than ever before. 

Adventure games can excite the imagination, but they can be 
frustrating too. If all you need is just a hint or peek at a map to 
help you come unstuck, help lies between these covers. 

\ 'j l 

The Book of Adventure Games takes the frustration—not the 
challenge—out of playing adventure games. It provides 
evaluations, maps, illustrations, and clues for over 75 of the most 
popular games available on the Apple and other computers. 
Adventurers of all skill levels looking f^jjjat specific answer to 
speed them on their way will find just flrehint needed to keep 
playmg. Maps and hints are presented in a way that offers help 
without giving^away the whole game and ruining it for you. 


THE BOOK DIVISION 


IS&N 0-912003-08-1 


Designed by Ellis/Ross/Tani. Los Angeles.